Ad Monetization Without Killing Retention
Download PDFAd Monetization
Without Killing
Retention
Best Hybrid Practices
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Playliner
by Sensor Tower
Playliner
, Sensor Tower’s state-of-the-art platform for analyzing
Live Ops, enables you to dive into a rich repository of events,
updates, and monetization offers across hundreds of top games.
Whether you’re designing a new offering, reengaging existing
players, or optimizing your monetization tactics, use
Playliner to
secure your competitive edge in the mobile gaming world.
This report gives you a preview of the rich insights available
in-platform – use these evidence-based recommendations to
move with confidence and revamp your strategy for 2026.
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Three Ad Types We’ll Break Down
Bad Ads kill Retention.
Good Ad architecture scales LTV
Ads are often treated as pure negativity. In Hybrid games, that’s a mistake – Ads can support the player and scale revenue without killing
retention. The key is to treat ads as a
design system
: right format, right moment, right pressure.
The most flexible and safest Ad format:
●
RV is the most player-friendly format: can
support progress, grants extra
currencies
●
but can also
break the economy
and
difficulty curve if it starts replacing coin
sinks
Goal:
improve engagement and progression
without cannibalizing IAP
Usually the
lowest eCPM
and often a smaller
share of total Ad revenue – added late as an
extra layer.
Their real risk is not revenue – it’s
distraction
:
bright competitor creatives, misclick zones
Goal:
add
incremental revenue
– while
minimizing negative impact =with
minimal
distraction
Your main tool for
coverage
– monetizes a
large share of players, fast.
But it’s also the easiest way to
damage
retention
if you place it in the wrong
emotional
moment (e.g., after a loss) or stack it too often.
Goal:
maximize coverage while
minimizing
negative impact
on retention
Interstitials
Rewarded Video (RV)
Banners
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Fundamentals
Interstitials + banners = scale, but
minimize damage
RV = value exchange
Core Building Blocks of an Ad System
Triggers & Timing
End-of-level (WIN vs LOSE) + risky
triggers (unpause, mid-level).
Match ads to the player’s emotional
state.
Control Knobs
Start gates (level + playtime),
frequency, cooldowns, daily caps,
per-placement limits and others.
Strategy by Monetization Model
Different rules for Ads-first, IAP-first,
and Hybrid: start timing, RV coverage,
No Ads logic
Extra Tips & Edge Cases
Creative filtering, banner refresh sweet
spot, offline rules – small details that
protect trust & retention.
1
2
3
4
5
6
Placements
●
Proven RV spots
●
Banner-safe screens
●
Interstitial-safe moments
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Interstitial Ad
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WHY?
This is a natural emotional release point.
Level completed, Reward Granted → the loop is closed, and the player is in
a positive state
When Exactly Should You Show the Ad?
Most common placement:
●
After tapping ‘Collect’ on the reward screen
●
Before returning to lobby
WHY it works?
●
Emotional release already happened
●
But consider this:
a.
What if the player wants to Double reward via Rewarded Video?
b.
If you show Interstitial first – You block a higher-value RV and
interrupt monetization hierarchy
Most Common Trigger: After Level Completion
But this is actually
two separate triggers
:
Triggers:
After Level Completion
Most common trigger is after level end.
But Lose must be treated separately from Win.
●
Player already experiences frustration
●
Adding an Interstitial may create a double negative
●
Lose + Ad = higher churn risk
Choose the Timing Carefully
Show Interstitial only
after
the full Lose flow is completed:
●
Show the main Lose popup → Show LiveOps loss warnings
At every step, the player may convert.
If you show an Interstitial too early:
●
You increase frustration and block higher-value monetization
(Continue the level vie Ad or Coins)
In many cases, it’s smarter to sacrifice one Interstitial
than to lose a Revive conversion.
After IN – The Lowest Risk Variant
After LOSE – Higher Risk Trigger
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This is not a user-friendly trigger by default.
Use only when: Levels are truly long (5+ minutes)
Triggers:
Unpause and Mid-level
When a player returns after minimizing the app:
●
They are still motivated to continue
●
They are unlikely to quit immediately
●
This can be a relatively safe interruption point
On Unpause (App Return)
Mid-Level
How to Smooth Both Triggers
Don’t interrupt instantly. Use a
pre-ad pop-up
first.
Pre-ad pop-up should:
●
Warn the player that an ad is about to start
●
Show a clear reward for watching
●
Reinforce progress and motivation: ‘You’re already 50%+ through the level’
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It’s highly game-specific, but here are the key principles to guide
the decision
Many teams aim for the end of the 1st session, so the player:
●
gets engaged and enjoys the gameplay without interruptions
●
unlocks core features
●
but you still monetize a wide share of users (including those who
churn after the 1st session)
A common range is around
Level 10-20
.
⚠
But the real driver is
Playtime
, not level count:
●
level length varies
●
first-session duration varies across games
When to Start Showing Interstitials?
Extra factor: your monetization focus
●
If your focus is
IAP-focused
, you can delay Interstitials further
●
If your focus is
Ads-focused
, you usually start earlier (but still
after engagement is established)
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The bigger the game and the more diverse
your players are, the more value you get
from expanding the system with extra
parameters.
(when implemented and tested carefully)
Setup Parameters
Interstitial Start Conditions:
Unlock Level
Two key start parameters:
1.
Level reached
2.
Total playtime
Best practice: use
both
as a gate.
Start showing Interstitials only when:
●
the player reached
Level X
,
and
●
session playtime is
above Y minutes
1
2
3
Session Start
Don’t show ads in the first minutes of a session
– give the player time to get engaged first.
(short cooldown ~ 1-3 minutes)
Every X Level + Cooldown
1.
Basic Parameter –
Set a rule for
every
N levels
(in most of the cases – every
level)
2.
Add Cooldowns (Best Practice)
A stronger setup is combining N-level
logic with cooldowns:
2.1
Time since last Interstitial
–
If the player clears levels quickly,
you avoid back-to-back ads
2.2
Time since last Rewarded Video
–
If the player just watched RV
(revive / booster / multiplier) –
avoid stacking ad fatigue
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Smart Hybrid Solution (Pixel Flow example)
–
If player HAS No Ads purchase →
✅
Allow offline play
–
If player DOESN’T have No Ads →
❌
Block offline play
Offline mode creates a clear conflict:
Offline Mode: Pixel Flow case
●
Protects ad revenue
●
But may frustrate players
●
Risk: negative UX in real offline situations (metro, flight,
poor signal)
Option 1: Block Offline Play
●
Better player experience
●
But creates ad revenue leakage
●
Risk increases if players intentionally abuse offline mode
Option 2: Allow Offline Play
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Banners
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Banner Ad
Banner Ads – Often the Most Unpleasant Ad Format
Why?
●
Lowest eCPM + usually the smallest Ad
Revenue share
Banners are often added last as a ‘small extra
layer’ – typically assumed to bring ~
10-15%
incremental ad revenue (varies by genre and
game specifics)
●
Retention risk
Bright, animated competitor creatives:
○
distract from your game
○
irritate players
○
pull attention to competing titles
The calmer / flatter your UI style is, the more
aggressive banners will look inside it.
●
They require UI planning upfront
If you plan to add banners at any point, reserve
space from the start.
○
Your screens must look clean
with banners
and without them
– otherwise you’ll end up
with broken layouts or a rushed, ugly
integration.
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VS
In most games, banners are placed
at the bottom
.
How to choose?
Why bottom often works:
●
Player attention is usually higher on the screen
(core UI / goals / progress)
●
Bottom area is often partially covered by the
player’s hand during active play
Key risk: tap zones & misclicks
●
Boosters / core action buttons are often placed
at the bottom
●
If zones are too close, players will misclick the
banner when they intended to use boosters
→ irritation + retention damage (and potentially
lower-quality traffic)
Practical tip:
Always verify layout across multiple resolutions / aspect ratios. Otherwise you can end
up
with broken UI where banners overlap key elements (like the 2nd screen – Goods Sort example).
Banner Placement:
Top or Bottom?
Top Placement
Bottom Placement
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Where to Place Banners?
(and Where Not To)
Most Common Placements
●
Gameplay (TOP exposure)
– players spend the most time here
●
Secondary screens
– e.g., Settings, sometimes Win screen
Lobby –
Usually
NO
:
●
conflicts with bottom navigation and high misclick risk
●
exception: a simple, low-density, flat lobby with clean spacing
Store –
Usually
NO
:
●
you want full focus on purchases
●
store visitors already show high intent → don’t distract them
Revive pop-ups –
Controversial:
Depends on your monetization focus:
●
Hybrid monetization games:
○
often avoid banners here
○
focus attention on Continue options (coins / RV)
○
use the banner Offer Instead
●
Ads-monetization games (e.g., Block Blast, Cryptogram):
○
they still keep RV as an option, but maximize ad surface
and often place a banner even on Revive screens
Core Gameplay
Lobby Screen
Revive Pop-Up
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Setup Parameters
Refreshing banners more often
doesn’t always
increase revenue
.
●
Too frequent refresh can
drop eCPM
●
It can also
increase annoyance
→ lower loyalty
●
Plus
extra device load
(performance, battery,
heat), especially on weaker phones
Best practice:
test and tune
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Same Control Rules as Interstitials
In general, banners should follow similar
rules to Interstitials:
1.
When to start showing
Use both gates:
●
Level reached
●
Session playtime
2.
And decide whether banners appear:
●
from session start, or
●
only after X levels and/or t minutes
(early-session protection)
Creative Cleanup / Blocking
Competitors often run banners with:
a.
fake buttons (CTA imitation)
b.
overly aggressive animations
Track these creatives and
block/ban them
to protect
UX and retention.
3
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Rewarded Video Ad (RV)
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Rewarded Video Ads
Ads are often treated as pure negativity.
But Rewarded Video is different:
●
it can
HELP
the player, not punish them.
The real question is not: ‘Where should I place RV?’
It’s:
‘What player behavior am I buying with this
placement?’
Every RV button trains a habit:
●
Revive, save progress
●
grind more
●
get additional rewards
●
skip friction
●
or simply keep playing longer
Great RV systems monetize
motivation
, not
desperation
.
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Why RV is Helpful for the Players?
RV is useful because it turns a
‘paywall moment’
into an alternative:
instead of paying money/currency, the player can pay with
Time + Attention
. This strengthens the
F2P
loop.
Progress Save
●
Continue instead of losing
e.g., +30 seconds, +5 moves,
extra attempt
Easier Gameplay
●
Extra board space / extra slot
●
Extra boosters at the right
moment
Currency & Resource Income
●
Soft currency, boosters,
consumables
●
An extra source of income
Faster Gameplay / Boost
●
Speed up timers
●
Accelerate event progress
(e.g., x2 event currency)
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What Drives Players to Watch RV?
Habit Pressure: Daily Limits
●
‘I have 2 RV views per day’ → I should use
them
●
Creates a routine and planned
consumption
Urgency: Time-Limited
●
‘You have 60 seconds to decide’
●
Uncertainty about the next chance
increases conversion
●
Scarcity + urgency pushes less rational
decisions
FOMO: Missed Value / Opportunity Cost
●
If I don’t take the RV booster → I progress
slowly
●
If I skip the extra reward → I’m being
inefficient
●
Feels like ‘leaving value on the table’
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RV Visual Standards
1.
Dedicated RV Button Color
a.
Pick
one color
for all ad-driven actions
b.
Use it consistently across the whole game
c.
Don’t overlap with other button types (IAP
/ Claim / Continue)
Common choices:
Yellow
(most common) and
Purple
(less common)
2.
Universal Ad Icon
a.
Use the most recognizable market icon:
the clapperboard
b.
Add it to every RV button for instant
recognition
3.
‘FREE’ Label
Works – Even If it’s not 100% True
a.
Yes, the player pays with time + attention
b.
But ‘FREE’ often increases conversion
because the mental comparison becomes:
○
pay money vs spend time
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The most popular
RV placements
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Revive (Play On)
Revive is one of the
TOP monetization points
in
most games, so it’s also a top RV placement. But it
needs strong economic protection.
1.
Don’t devalue coins with Revive
Offer
different value
for Coins vs RV:
●
Coins = better value (more benefit)
●
RV = minimum viable help (good, but clearly
weaker)
This keeps RV available, while keeping Coins
attractive.
2.
Protect the economy with repeat-fail logic
A strong pattern:
●
1st fail on the level → allow RV revive
●
If the player fails the same level again → remove
RV, keep Coins only
WHY it works:
●
Players have already invested effort once
●
Skipping a 2nd revive feels irrational
●
Increases coin spend and purchase motivation
without inflating rewards
Different Value
1st Revive
2nd Revive
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Booster usage is another TOP monetization point. Common setups:
Buy Booster
1. Different value: Coins vs RV
Show clear value gap:
●
Coins = more (e.g., 3 boosters)
●
RV = less (e.g., 1 booster)
Keeps coins meaningful while still offering
RV access.
3. Ad Monetization games: RV-only boosters
For Ad-monetization focused games:
●
No coin option at all
●
Boosters are
RV-only
, 1-click access,
always available
High revenue potential, but must be paced to
avoid turning gameplay into an ad loop.
2. Same amount for both
(the ‘player trap’)
Offer
1 booster
for Coins and
1 booster
for RV.
Often seen: different boosters have different
coin prices, but
the same RV price
As a Result: 30 vs 50 vs 100 = 1 RV
Looks unbalanced – but can be intentional:
●
Players feel they ‘outsmarted the system’
by using RV on the most expensive booster
●
You get what you want: an RV Ad view
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Core Gameplay:
Extra Shelf
A very effective placement is embedding RV
directly into gameplay:
●
an extra empty slot / extra space on the
board
(for limited-space mechanics).
WHY it works:
●
Player can still win without it – but it
becomes much easier with the extra slot
●
You can add it only on
Hard / Super Hard
levels
– with space-deficit situations
●
The key advantage: it appears
before the
player loses
○
the problem is visible
○
but the negative emotion hasn’t
started yet
○
the player can prevent failure
proactively (‘one step ahead’)
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Time Limited Reward:
Bulb
This mechanic came from
Merge-5
, expanded into
Merge-2
, and is now actively used in
expedition
games
and even
casual puzzles
.
Core idea
●
A
bubble
appears unexpectedly (ideally at a
moment of difficulty):
○
‘Watch an RV to get a reward’
●
The offer is
time-limited
(e.g., only ~1 minute)
WHY it converts:
●
The player doesn’t know when (or if) it will
appear again → scarcity
●
Time pressure pushes less rational decisions →
urgency
Extra monetization leverage
●
If the same booster is normally
coins-only
, RV
feels like a ‘freebie’ → very high uptake
●
In Merge-2 this often becomes a classic value
comparison:
○
Fast
(hard currency) vs
Cheap
(RV)
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Unlike scarcity/failure-driven RV, this one is a
positive
trigger
: the player already won – and wants to make
the win feel bigger.
2 common implementations
1.
Multiplier ‘Tap Meter’ (skill/fortune)
a.
Player taps to ‘land’ on a multiplier
b.
Pros: fun, perceived control
2.
Fixed Multiplier (usually x2)
a.
Simple, fast, predictable
b.
Often more popular today
What to consider
Your multiplied reward must feel meaningful.
Players won’t watch an ad for +10 coins if a revive costs
1000.
Best focus: Special Levels
Put the strongest emphasis on Special Levels: Bonus /
Hard / Super Hard levels
WHY?
●
Rewards are already higher (sometimes 2-3x
baseline)
●
RV multiplier becomes ‘worth it’ in the player’s
head
Reward Mult
Expectation setting:
Don’t expect players to multiply every level.
With good framing, they’ll use it mainly on high-reward special levels.
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Soft Currency income
This placement is especially strong in
non-level-based
games
, where continued play depends on having
enough soft currency.
1.
Classic F2P Value Contrast
You offer a clear choice:
a.
Fast / simple / large
→ IAP or hard currency
b.
Slow / small chunks / ‘free’
→ Rewarded
Video
(‘free’ = paid with time + attention)
This is the core F2P principle and it naturally
self-segments players:
‘Some pay with money, others pay with time’
2.
How to Avoid Breaking the Economy
a.
Key risk: players who would have paid now
switch to ads
b.
A common solution:
hard cap soft currency
from RV
(e.g., 4 times/day pattern)
WHY it works:
–
lets players play longer ‘for free’
–
builds habit + desire to continue
–
but keeps control over when more aggressive
monetization must kick in
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Additional placements: Part 1
LiveOps Booster (x2 / x3)
●
Works both ways: if a player enters an event,
they’re more likely to activate a booster.
●
If they activate a booster, they’re more likely
to keep playing the event until it expires (to
‘use it fully’).
Lives
●
Common tradeoff: refill +5 Lives pack for
coins VS +1 Life for RV
●
RV helps soften friction without fully
removing the sink
Pre-Level Booster
●
Provides a ‘helper’ for the upcoming level
via a booster
●
Works best right before Hard levels: frame
it as a ‘support’ to beat a difficult stage
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Additional placements: Part 2
Wheel of Fortune
●
An extra resource source
●
Best surfaced at session start so players
don’t forget it
Core Mechanics Help
●
Pay RV to unlock a feature temporarily
(e.g., open a shelf early)
●
Place it where valuable resources are
visible → clear perceived value
Daily Calendar Quest Catch-up
●
If a player missed a day → replay it via RV
●
Supports retention (daily habit) +
recovery for missed days
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Additional placements: Part 3
●
Daily Shop Bonus
●
Drives traffic into the store
●
Should feel meaningfully valuable
(otherwise ignored)
Ad Endless Offer (RV-only)
●
Increasing rewards in the chain
●
Few users max it, but many take
1-2 steps/day → great at scale
Extra Reward on Top (Bonus for RV)
●
Not watching feels like missing out
●
Position it as ‘bonus’ rather than ‘required’
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NoAds
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It’s also important to clarify what ‘
No Ads
‘
usually means:
●
Remove the annoying ads
: Interstitials +
Banners
●
Keep the useful
, player-beneficial ads:
Rewarded Video (RV)
NoAds:
WHY do you need it?
Whenever we create friction in a game, it’s smart to
design the solution at the same time:
●
Low on coins → offer a deal
●
Falling behind in a tournament → offer a booster
Same logic applies to ads.
Annoyed by ads? → offer
No Ads
.
For the player:
a clear way to pay for comfort and
remove interruptions
For the game:
a direct way to compensate the revenue
you would’ve earned from ads
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Many teams treat No Ads as the default. But it’s
not always
the best business decision.
Block Blast example (Hungry Studio)
Block Blast runs
all Ad formats
, yet players report
NO option to pay to Remove Ads
.
So yes – a top game can exist without No Ads.
WHY might ‘No Ads’ be worse for revenue?
No Ads is basically
Ad Revenue ‘compensation’
:
– you trade ongoing ad impressions for a one-time (or limited) purchase.
In some games (high engagement / long sessions), the ad revenue from an active player can
exceed what No Ads would bring – especially if:
●
Retention + Playtime are strong
●
Interstitial pressure is softened (e.g., longer gaps between interstitials in Classic Mode)
Self-check question:
Have you modeled this for YOUR game?
●
Expected ad revenue per engaged user (with current ad gaps)
●
No Ads price × predicted conversion rate (and lost ad impressions)
NoAds: BUT, Is It Always Worth It?
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No Ads: Temporary or Permanent?
Most games sell
No Ads forever
However, you can experiment with
time-limited No Ads
( just make sure you reserve enough time to run a proper test)
Interesting uses of
Temporary No Ads
:
●
Event reward:
let players taste the game without ads – when ads
return, they’re more willing to pay to get that comfort back.
●
Welcome Back reward:
remove ad pressure right after a return,
reducing the risk of a quick churn on return.
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A common best practice is to create a dedicated
NoAds Offer
.
Compared to hiding No Ads in the Shop, it has
clear advantages:
●
A lobby widget (sometimes even visible in
core screens) → always
reminds
the player
●
A session-start pop-up, plus extra
triggers
(e.g., right after an Interstitial) → unlike the
Shop version, where the player must
remember to go find it
Typical offer structure
●
Most often it’s a Bundle: No Ads + extra
currency/resources
●
More rarely (not necessarily worse):
○
No Ads only
○
Both options (No Ads only + Bundle)
shown side-by-side
How to Sell No Ads:
The ‘No Ads Offer’
NoAds Bundle
Just NoAds
Both options
NoAds Bundle
Just NoAds
Both Options
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‘Just No Ads’ + ‘No Ads Bundle’ (Side-by-Side)
●
Place two offers next to each other:
○
Option A:
No Ads only
○
Option B:
No Ads + extra
currency/resources
●
Often the bundle is visually larger → stronger
attention pull
●
Make
No Ads
offers stand out from the
rest – use distinct color, animation, and visual
treatment to separate them from standard
shop items.
WHY it works:
●
Anchoring effect:
value of the bundle is much
higher, while price is only slightly higher
●
Pushes players toward the bundle as the
‘smart choice’
How to Sell No Ads:
Shop NoAds Bundles
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When is this setup is especially good?
If your game is
IAP-focused
, it can be smarter to:
●
earn less from No Ads,
●
but
protect Payer Retention
and reduce
churn risk.
Extra control lever:
●
Gate No Ads behind a
minimum price
tier
(e.g., No Ads included only in purchases $6.99+,
not in the cheapest offers)
This keeps high-value bundles attractive:
●
If a player is ready to spend $30 → they buy the
$30 bundle and get boosters + No Ads
●
Otherwise they must choose: Best Value bundle
vs No Ads (best case: they buy both over time)
How to Sell No Ads:
with ANY Purchase
Self-check metrics (to validate your setup)
●
What % of payers buy
only No Ads
?
●
What % of payers
never buy No Ads
, but
still purchase other IAP?
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How to Sell No Ads: Extra Examples
‘Close’ Button on the Banner
Player expects to close the banner, but tapping the Close
Button → opens a
No Ads offer
instead.
‘Disable Ads’ Toggle
A toggle placed in core gameplay or
Settings (alongside other toggles) that
naturally leads into the
No Ads
purchase flow
.
Core Gameplay Icon
Useful when players rarely return to
the lobby – keeps No Ads
always
accessible
.
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Choosing Ad Strategy
by Monetization Type
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Ad Monetization Focus:
Interstitial Ad
‘Meditative’ / Low-Fail Games →
Interstitial-driven
When gameplay is relaxing and it’s hard to lose,
Interstitials
often generate the majority of
Ad
Revenue
.
What matters most:
●
Higher
Retention + Playtime
= higher
revenue
●
Session limiters are often
removed
(lives /
energy)
●
Level pacing supports more ad
opportunities:
○
short levels
→ more end-of-level inter
triggers
○
or
long levels
→ higher engagement,
but with
ad breaks
●
Interstitials + banners can start earlier (after
initial engagement gates)
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Ad Monetization Focus:
Rewarded Video
If the core has real challenge,
RV becomes the main
monetization tool
.
Key design question:
Do you need soft currency
(coins) at all?
Coins can:
●
create an IAP bridge
●
but also add friction, fake value, and
unnecessary choice layers
In ads-first games, a cleaner approach is often:
●
Failed level? →
+5 moves for RV
●
Hard level? →
RV booster
●
Direct, one-click RV – instead of ‘coins vs ad’
comparisons
RV Reward Size: How Much Do You Give?
A key tuning question:
what’s the RV payout?
●
1 booster
→ drives more frequent RV views
●
2+ boosters
→ increases the chance the player
keeps playing (because they feel ‘powered up’)
How to decide
:
●
Run an A/B test (payout size vs retention + RV volume)
●
Check the real need frequency: How often does a player actually need a
booster? Are they willing to watch ads that often?
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Hybrid IAP-focused Monetization
Interstitials + Banners
●
In long-run IAP projects, you can
skip Inter + Banner entirely
●
If you still add them: start
later than usual
and use
longer cooldowns
No Ads
●
Best fit:
‘No Ads with ANY purchase’
Once a player buys anything, they’ve ‘opted out’ of annoying ads.
Rewarded Video (RV)
●
Often remove RV from core monetization points:
○
Revive / Continue
○
Booster purchase moments
●
Use RV for
controlled currency inflow
instead:
○
mini-games / periodic bonuses
○
but
limit it
(X times per day)
Goal
: Keep coins valuable vs ads
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Hybrid Monetization
Wherever you have a
coin sink
, you can often add an
RV placement
as an alternative path.
●
When Coins and RV are side by side, use
anchoring
to highlight the option you want to be
the ‘optimal’ choice.
For hybrid monetization, segmentation is a must:
●
Treat
payers
like an IAP-first audience (with
lower ad pressure)
●
Treat
highly engaged non-payers
more
aggressively with ads
And keep testing continuously:
●
Coin value next to ads (does RV devalue coins?)
●
RV presence on monetization moments (does it
cannibalize purchases?)
●
Ad pressure tuning: unlock points, cooldowns,
overall aggressiveness
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Same Genre – Different Monetization: Screw Jam example
Screw Jam (early pioneer)
●
IAP-focused monetization
●
Almost no RV placements (mostly: Wheel of Fortune, +1 life)
●
Mid-length levels, high variability, relatively high difficulty
Next wave: Screw Pin / Screwdom / etc.
●
Same core loop (almost 1:1)
●
Hybrid monetization
●
Often
no Interstitials
, but
RV covers most monetization moments
●
Slightly easier level design (still with challenge)
●
Clones didn’t win by ‘better core’ – they won by
monetization accessibility
●
RV-heavy coverage can outperform IAP-first setups when:
○
difficulty creates frequent ‘help’ moments
○
RV is placed as a solution (revive, boosters, extra moves)
○
pressure is tuned to avoid churn (cooldowns, pacing)
Key idea:
Same gameplay + different monetization architecture = different ceiling.
Screw Jam
Screwdom 3D
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Same Genre – Different Monetization:
Magic Sort example
Nut Sort (earlier wave)
●
Very easy levels, minimal challenge
●
Very short levels (fast clears)
●
Ads-first monetization: no coins, lots of Interstitials
Magic Sort (opposite strategy)
●
Harder levels with more non-deterministic mechanics
(built-in challenge)
●
No revive, no RV boosters (no ‘ad-based help’)
●
Result: they significantly outperformed Nut Sort
Key takeaway:
More ads ≠ better results.
Sometimes stronger core challenge + clean experience
scales
better than aggressive ad pressure.
Nut Sort
Magic Sort
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Segmentation
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Segmentation Parameters (What to Segment By)
User Behavioral (Engagement)
●
Lifetime
(days since install)
●
Level progress
●
Playtime / session length
User Behavioral (Monetization)
●
Payer vs Non-payer
●
Whale vs One-time buyer
●
Recency:
how long since last purchase
Acquisition
●
UA type
(Ad-, Blended-, IAPROAS)
●
Source / network / campaign
●
Country / region
(different eCPM +
different ad tolerance)
1
2
3
Strategy note:
For payers, it’s often better to
earn less from ads
but win on
retention + future IAP
.
Also, payer segments often have
higher eCPM
, so lighter ad pressure doesn’t always mean proportional revenue loss.
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●
Limits + cooldowns
(per session / per day)
●
Enable/disable specific RV placements
○
turn off RV on monetization
moments to protect IAP
○
keep RV for ‘support’ / periodic
income
What Should You Segment in an Ad System?
●
Enable/disable by segment
●
Start conditions
: Level X + Playtime Y
●
Refresh rate
●
Start conditions
: Level X + Playtime Y
●
Pressure control via
Сooldowns
(especially for payers)
○
every N levels
○
time since last Inter
○
time since last RV
Interstitials
People often say: ‘Whales should have no ads.’ But a more flexible approach is to keep ads for everyone – just
dose them
.
How to do it:
●
Set a
daily total cap
on ad impressions
●
Set
per-placement caps
(e.g., limit Revive RV separately from bonus RV)
●
Add
cooldowns
between ad views to avoid back-to-back pressure
This approach can also help build a habit:
when ads are limited and predictable, players tend to ‘use their daily views’ intentionally instead of feeling spammed.
Rewarded Video (RV)
Banners
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Extra Notes
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Interstitial Instead of RV (On Reward Placements)
Sometimes you can
replace a
Rewarded
placement with an
Interstitial
.
Why it can work
●
Higher eCPM:
Interstitials may monetize better than RV (or roughly the same) in some
cases.
●
Lower churn:
because the ad is shorter, there’s less interruption – and a lower risk the
player quits during the ad. Keeps the player in the flow, especially in high-frequency
reward taps (boosters, small bonuses)
Key idea:
Optimize not only revenue per view, but also
revenue per retained player
.
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Ad Creative Filtering
(Protect UX & Retention)
Not all ads are equal. Some creatives actively damage your game experience – and your metrics.
What to filter out
●
Annoying / misleading creatives
Overly aggressive, intrusive, or deceptive interactions
●
‘Gross’ creatives
Pimple popping, dirt/cleaning – anything that can disgust players.
●
Political or highly triggering topics
Polarizing content that can create negativity and complaints unrelated to your game.
●
Too bright / attention-stealing ads
Especially banners with neon / acidic visuals and ‘screaming’ CTA buttons – they hijack attention and feel
toxic inside a calm UI
●
Direct competitors
Yes, they often have high eCPM – but they also raise churn risk by pulling players into similar games with
stronger hooks.
Key idea:
Creative filtering is not ‘nice to have’.
It’s a retention safety system: remove the ads that monetize today but lose players tomorrow.
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