Game monetization: Models, strategies, and how to choose
Daniel Godley - Unity
Senior Content Marketing Manager
What is game monetization?
Mobile game monetization is the overarching strategy of generating revenue from a mobile game. This includes upfront premium purchases, subscription services, and free-to-play models driven by in-app purchases (IAP), ad revenue, or hybrid mechanics.
Free-to-play is the dominant monetization strategy for mobile games, and this guide will focus on free-to-play models. The goal of this guide is to explain the basics of free-to-play game monetization, some of the tactics you can use, and how to start monetizing your game.
Game monetization models
In-app advertising
In-app advertising is revenue driven through ads. There are many different kinds of ad formats that you as a mobile game developer can use in your game:
- Banner ads: The most common format of mobile game advertising, banner ads place static or animated image ads above or around a game.
- Rewarded videos: These are user-initiated opt-in video ads in game that reward players for watching.
- Interstitial ads: A system-initiated ad that appears during gameplay at a predetermined break set by you. Typically these ads appear during natural break points during gameplay, like between levels.
Where and when these ads appear is through ad placements, such as between levels, at the bottom of the screen, or when the game first loads. Setting the right frequency of ad placements is a big part of optimizing your game’s monetization. Too many ads run the risk of players churning (leaving the game and not coming back), too few and you’re leaving revenue on the table that could make the difference in your game’s success.
Once you have identified these placements and their frequency, advertisers bid to get their ads in the spots you have allocated. These bids occur through ad networks, such as Unity Ads. You can increase the number of networks, and therefore bids, by using an ad mediation solution.
It’s best to evaluate which of these formats will suit your game and players. For example, you can use banners on the homescreen, offer a reward (like an extra life) for watching a video if a player is running out of lives, and show an interstitial ad between levels. You’re doing it right if your ads complement gameplay instead of distracting from it.
Many game genres leverage ad revenue as a core part of their monetization strategy. However, games that use only ads require large numbers of players that are looking for shorter play sessions. As a result, strictly ad revenue driven monetization is typically leveraged within the hypercasual genre.
In-app purchase (IAP)
Direct purchases of in-game items by players, like cosmetics and boosters, are referred to as IAP. Generally, IAP offers significantly more revenue than ads: ad revenue is capped by how many ads a player can watch and how many players you have acquired, and IAP revenue is only capped by how much an individual is willing to spend in your game.
However, while IAP is one of the best ways to drive revenue for a game, and one of the most common, there are some challenges that result in it not being the right fit for all games. Fewer players purchase IAP than watch ads (an industry rule of thumb is that only 2-5% of players will convert with IAP*), so you need to acquire users who fall into that small cohort in order to monetize with IAP.
IAP implementation also requires economy building and currency pricing. There are usually a minimum of two currencies within games that leverage IAP: soft currency and hard currency. Soft currency is the in-game currency that players can either acquire by completing levels or achieving specific goals set by you. Hard currency can be purchased directly by the player and then used to buy soft currency. For example, a player can beat a level and receive 100 gold coins (the soft currency) or purchase 10 gems for $10 and then use those gems to buy 1000 gold coins. In-game items are sold with a sticker price using soft currency.
Many games will provide players with a small amount of hard currency as a gift. This lets players get a taste of the premium content that they'll have access to if they purchase more.
There are four main types of IAP:
- Consumable: Consumables are boosters that a player “consumes” once and then needs to repurchase, like an extra life.
- Non-consumable: Non-consumables are things that aren’t consumed by the player, but give them more value, like removing ads, unlocking levels, or cosmetics such as skins.
- Auto-renewable subscriptions: Auto-renewable subscriptions charge players on a recurring basis, until they actively cancel. This model is commonly used for VIP passes, season passes, monthly reward bundles, and battle passes that refresh on a set cadence.
- Non-renewing subscriptions: Non-renewing subscriptions grant time-limited access to content or features without automatic billing after the period ends. Examples include a 30-day XP boost, a limited event pass, or a seasonal content bundle.
IAP-focused monetization models are usually used by genres that typically have higher player investment, deeper gameplay, and meta systems, like strategy and role-playing (RPG) games.
Hybrid monetization
There are pros and cons to both ad revenue and IAP monetization, and each has the genres they work particularly well for. But for many games, there are opportunities that could be missed if they adopt one or the other. A popular monetization model that combines both ad revenue and IAP is hybrid monetization.
Hybrid monetization takes the best of each monetization model and combines it. Players have the choice to make a purchase within the game to obtain boosters or meta items, while you retain the ability to monetize the other ~95% through ads.
The challenge is balancing your economy and gameplay around both these monetization models: your game needs deep enough content and meta-layers to make it worthwhile for players to purchase IAP, while also being accessible enough that players who’ll never spend can still progress without the use of IAP.
Another consideration is segmentation to ensure your spenders are not churning due to ad fatigue. Important to keep in mind is that players should never know they’ve been segmented, and payers should never feel like a purchase has made their experience worse. The combination of ads and IAP should be built into the game's design to ensure you're not corralling users into one segment or another.
Due to the flexibility of hybrid monetization, it lends itself well to many mobile game genres and is the most popular monetization model - but particularly well-suited to this model are hybrid-casual games. These games leverage a mix of accessible and deep content to support both short gameplay experiences and long-term player investment.
4 tips to enhance your overall monetization strategy
1. Consider monetization from the start
Monetization should be one of the earliest things you think about when planning your game. An effective monetization strategy is directly related to your game’s genre, gameplay loop, economy, and more. Integrate how you plan to monetize into your pre-production and design and you’ll be a step ahead when it’s time to implement your monetization model.
2. Understand your players
The more details you have about who your player base is, the better you’ll be able to optimize your monetization strategy and drive revenue. Using Unity Analytics, you can analyze your players, find patterns in behavior, and see where the opportunities are to monetize them.
3. Focus on lifetime value and retention
It’s important to keep your players active in your game to ensure they are staying engaged and returning to play. If done correctly, showing ads helps improve player retention since you're giving players a way to progress if stuck even if they don’t want to spend.
4. Test and optimize
Make sure you are constantly testing to see how players respond. Player behavior and the ad landscape is constantly changing, so make sure you’re constantly experimenting to optimize according to your player’s needs.
Choosing a monetization model
Choosing a monetization model that fits your genre is crucial for effective monetization. A strategy that drives strong revenue for a hypercasual game can actively damage the player experience in an RPG.
While genre plays a major role in evaluating the right monetization model for your game, it’s not the only factor. You should also consider:
- Audience: Who your players are and what they're willing to pay for
- Retention: How long players stick around and at what point they're most likely to convert
- Session patterns: How often players open the game and how long they stay
A casual puzzle game with unusually high retention, for example, might support a deeper IAP economy than the genre average would suggest. Equally, a midcore game with short session lengths might benefit from stronger ad integration than its competitors.
Key monetization metrics
The best way to think about your success is to be as data driven as possible. To start, you need to know which metrics and KPIs to track.
Long term metrics
There are typically two main ways to look at long-term metrics that can help you determine long term success: revenue measurement and user retention and engagement.
Revenue measurement metrics
- Return On Ad Spend (ROAS): Calculates the amount of revenue generated for every dollar spent on user acquisition advertising campaigns by dividing the total revenue attributed to an ad campaign by the total amount spent on that campaign. It is a critical indicator of marketing efficiency.
- Effective Cost Per Mille (eCPM): Measures the estimated revenue a game developer earns for every 1,000 ad impressions served within their game, calculated by dividing total ad revenue by the total number of impressions and multiplying by 1,000. It is a key benchmark for evaluating the performance and profitability of a game's ad inventory.
- Average revenue per daily active user (ARPDAU): Helps tell the overall monetization health of your game for ad revenue, IAPs, or hybrid by looking at the daily ad revenue per daily active user. If you look at your ARPDAU over time, you can see the impacts that any monetization changes might have made and can optimize based on what’s working.
- Lifetime value (LTV): Shows the total days a player spends in a game, multiplied by ARPU. For example, if a player on average stayed for 10 days and active users spent an average of 50 cents per day, their LTV was $5. LTV is important because it can help project how much revenue an average player could generate over their entire time they play your game.
- Average Revenue Per User (ARPU): Measures the average amount of revenue generated by each player over a specific time period, calculated by dividing total revenue by the total number of users. It helps game developers and publishers understand the monetization effectiveness of their game.
- Cumulative ARPU: Tracks the total average revenue generated per user from the moment they install a game up to a specific point in time, usually D1, D7, D14, or D28, essentially accumulating the ARPU over a player's entire lifecycle rather than measuring a single time period. It is particularly useful for understanding the long-term monetization value of players.
- Store Opens: Monitors the number of times players open the in-game shop or store within a mobile game, providing insight into how often users are engaging with monetization features. It is a key behavioral indicator that helps developers understand player purchase intent, evaluate the effectiveness of store placement and design, and identify opportunities to optimize the shopping experience to drive higher conversion rates and revenue.
- Ad Engagement Rate: Measures the percentage of players who interact with ads shown, such as watching rewarded video ads, clicking on banner ads, or completing interstitial ads, relative to the total number of players exposed to those ads. It helps developers and advertisers gauge how effectively their ad placements are resonating with players, and is a critical indicator for optimizing ad formats, frequency, and placement to balance monetization revenue with a positive player experience.
4 tips for increasing ARPDAU and LTV
1. Try different ad formats and placements
See which ones convert the most for you. If you can increase the amount of times people click on the ad or how many times a rewarded video is watched, it will increase your overall revenue.
2. Test different price targets and regions
Test various segmentations of prices and regions to see how differentiated players interact with your monetization.
3. Optimize rewarded video
Experiment with rewards for your players to find the right incentives for engaging with rewarded videos.
4. Diversify demand sources
The more networks you allow to bid for your ad space through a mediation solution will lead to higher bids or demand from advertisers. It’s important to use a mediation partner who consolidates many of these sources to reduce the time and effort you spend while maximizing your exposure to advertisers.
User retention and engagement metrics
A strong signal that you’re balancing your monetization with player experience is your retention rate - that is how many players are coming back to play again. You can group players by cohorts based on time frames to see when players are churning and how many are returning. The standard windows used are day 1 retention, day 7, day 28, and day 60.
Some of the retention metrics to measure are:
- Daily active users (DAUs): Number of users active on your app within a day (new plus returning users)
- Weekly active users (WAUs): Number of users using your app within a week
- Monthly active users (MAUs): Number of users on your app within a month
- Session length and frequency: As players age, frequency of sessions should increase alongside session length
5 tips for increasing player engagement
Now that we know the top monetization strategies and metrics, let’s take a look at how you can keep your players engaged.
1. Reward players early on
You want your players to feel like they’ve accomplished something, and celebrating small wins is a powerful way to get players thinking about coming back. Many games offer daily rewards to incentivize players to come back each day. Try using small daily rewards instead of one big reward to create an incentive for frequent play sessions.
2. Ask your players
The key to increasing retention is to know your players, understand their preferences, and their playing habits. While analytics will help, you can also simply ask your players what they like or don’t like. You can create an exclusive group, like an “advisory council” for players of yours to give you feedback. You would be surprised at how willing people are to tell you what they think if you just ask them.
3. Personalize the experience
Use data to personalize the game experience as much as you can. This is especially important during those moments of the game crucial for retention, like the first time user experience and tutorial. Try understanding what your players are working towards in your game to help incentivize them to keep progressing.
4. Get to the gameplay fast
You have only one chance to make a first impression. Make sure your game loads quickly and the sign-up process is quick and easy. Ask yourself: Do players really need this information? Do they need it at this stage? Can players play my game offline? How quickly can I get people to the first level? You can A/B test several elements to find what gets people playing as quickly and effortlessly as possible.
5. Give players a sense of progress
Give players a sense of progress, and they’ll be more likely to want to finish. Using visual cues like progress bars, milestones, and other indicators can encourage players to stay. It's important to let players know the depth of content available to them. Show them the world map or how many collectibles they have to go.
Short term metrics
You’ll also want to monitor the performance of your ads on a daily basis to help drive efficiency.
Some metrics to keep in mind are:
- Fill rates: Ad fill rate is a metric that helps measure ad network performance. This represents all the times your ad was served out of all ad requests to an ad server.
- Impressions: The number of times players saw an ad.
- Completion Rate: The percentage of players who successfully finish a specific ad.
Getting started with game monetization
Turning your monetization strategy into a functioning system doesn't have to be overwhelming. Let’s break it down into clear steps:
1. Identify your genre and player behavior patterns
Start by understanding who your players are and how they engage with your game. Casual players behave very differently from mid-core or hardcore audiences, and your monetization model should reflect that.
2. Choose a primary model
Decide whether IAP, ads, or a hybrid approach best fits your game. Consider your genre, session length, and the type of experience you want players to have.
3. Design your economy to support the model
Build your in-game economy intentionally. If you're using IAP, create clear value exchanges with deep content. If you're using ads, carefully implement frequency and placements so they feel organic rather than disruptive.
4. Set up ad mediation
If ads are part of your strategy, use a mediation platform to manage multiple ad networks, maximize fill rates, and increase your eCPM.
5. Instrument your analytics
Track the metrics that matter, like ARPDAU, LTV, and payer conversion rate.
6. Test and iterate
A/B test ad placements, pricing tiers, and offer timing continuously. Monetization is an ongoing process of refinement.
Platforms like Unity provide integrated tools that support each of these steps, from ad mediation through Unity LevelPlay to deep analytics and A/B testing capabilities.
Explore Unity’s Monetization Solutions.
*https://www.appsflyer.com/resources/reports/app-marketing-monetization-report/