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Modern Mobile Consumer Report 2022

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Modern Mobile
Consumer 2022:
App Monetization Report
New data on consumer spending habits &
monetization preferences.

Executive Summary 2 Key Findings 3 Methodology 4 App Monetization Insights 6 The Path Forward 9 Conclusion 10 Get comprehensive insights & fuel growth with MobileVoice® 11
Table of contents

Executive Summary
Executive Summary
2
To help UA advertisers and monetization managers find the most relevant
information, we’ve split our Modern Mobile Consumer report into two versions:
Monetization (seen here) and App Discovery (available here ).
Here’s what we discovered: Across a variety of apps, consumers are responsive
to both rewarded ads and in-app purchases — they don’t cannibalize each other
as previously assumed. Additionally, there’s no longer a need to segment
audiences into “gamers” and “non-gamers,” as consumer attitudes towards app
discovery and monetization are largely similar no matter what apps they’re using.
We surveyed audiences from gaming and non-gaming apps on the MobileVoice ®
network, as well as a control group outside of these apps to eliminate bias and
confirm accuracy. By thoroughly analyzing the mobile habits of a broader
spectrum of consumers, we were able to identify common threads in how mobile
users find and interact with their favorite apps.
It’s time to meet the Modern Mobile Consumer.

Key Findings
3 Key Findings
● In-app purchases and rewarded ads can coexist without cannibalizing each
other. For example, Generation X is most likely to make in-app purchases
“occasionally” or “often,” but this same demographic prefers the
ad-supported model to IAP across the board.
● Those surveyed in mobile games and non-gaming apps are almost evenly
split between their preferences for the IAP and ad-supported monetization
models. Mobile games have long been the preferred medium for emerging
ad formats like rewarded ads and playables, but this data shows that apps
outside the gaming category represent similar opportunities.
● About a third of consumers on the MobileVoice ® network make occasional
IAPs of a few dollars each. That’s significantly more than the 2%-3% that
was considered standard just five years ago.³
● Having diverse monetization options will satisfy the largest group of
consumers, as preferences vary by age and other demographic factors. In
our control group, 24% of Zoomers indicated that they would prefer a
one-time fee to remove ads , though other groups were less fond of that
option.
³ Business Insider

Methodology
4
Methodology
Over the last seven years, we’ve surveyed tens of thousands of mobile gamers to
understand their daily habits, brand preferences, and much more. These insights
laid the foundation for our Modern Mobile Gamer ® reports, driving the creation of
rich and engaging in-app advertising experiences.
Since the launch of MobileVoice ® by Tapjoy in 2021, we’ve been able to use our
market research solution to dig even deeper, gathering authentic insights with
custom surveys that reward engagement and incentivize consumers to give
accurate results. To that end, we’ve expanded the scope of the Modern Mobile
Gamer ® , releasing four major reports in 2021 and a game-dev-focused report in
early 2022.
That’s why we’re zooming out beyond the gaming ecosystem to look at
consumers across audiences with our newest reports. Using MobileVoice ® , we
surveyed 18,894 consumers from gaming apps and 11,563 consumers from
non-gaming apps across the ironSource network. Additionally, we used a
third-party polling source to survey 500 consumers outside the MobileVoice ®
network to confirm accuracy and eliminate bias.

Methodology
5
30,457 Respondents
The study’s respondents
found and completed
rewarded survey offers in a
variety of gaming and
non-gaming apps on the
ironSource Offerwall.
MobileVoice ®
Market Research
Survey data was collected
and analyzed using
MobileVoice® custom-built
surveys with scalable
insights.
Control Group
Surveys were also run via
third-party service Pollfish
to eliminate bias and
confirm accuracy of results.
The control group accounts
for an additional 500
respondents.
Opt-in Participation
Respondents reviewed
instructional information
and opted in to participate
in exchange for in-app
rewards.
Virtual Rewards
In exchange for
participation, respondents
received virtual rewards or
premium content native to
each app’s economy.
Survey Period
Responses were collected
and analyzed from multiple
surveys launched in
April-May 2022.
Age Verification
All respondents verified that
they were 18 years of age
or older.
Extensive Reach
The survey campaign was
distributed across a variety
of popular mobile apps with
global reach.

App Monetization Insights
6
App Monetization Insights
IAP – 30.4%
In-app ads – 31.4%
Pay to remove ads – 15.7%
Other – 22.5%
Mobile game audienceIt’s an age-old quandary with which mobile developers struggle: How can they
successfully monetize their apps without alienating users? Some monetization
managers tend to over-rely on in-app purchases, but our data shows that
rewarded ads can peacefully coexist with IAP without cannibalizing potential
revenue sources. Diverse monetization strategies are the key to maximizing
RPU.
Generation X is most likely to make in-app purchases “occasionally” or
“often,” but this same demographic prefers the ad-supported model to IAP
across the board. Meanwhile, Gen Z can’t decide what they like — in our control
group, 24% of Zoomers indicated that they would prefer a one-time fee to
remove ads.
Preferred monetization type: IAP vs. ads

App Monetization Insights
7
IAP – 25.3%
In-app ads – 28.3%
Pay to remove ads – 15.2%
Other – 31.3%
Non-game audienceMobile games audienceNon-gaming apps audienceControl group#178% free apps76% free apps78% free apps#252% free apps with IAP46% free apps with IAP52% free apps
with IAP
#317% subscription-based
apps
18% paid apps30% subscription-
based apps
Types of apps typically downloadedMobile games audienceNon-gaming apps audienceControl group#143% download more free
apps, fewer paid apps
33% download more free
apps, fewer paid apps
33% download more
free apps, fewer paid
apps
#217% make more IAP15% make more IAP18% make fewer IAP#310% make fewer IAP19% make fewer IAP13% download more
paid apps/have more
subscriptions
How app spending habits have changed over past five years

App Monetization Insights
8
Mobile games audienceNon-gaming apps audienceControl group#135% never pay for apps32% never pay for apps35% never pay for
apps
#220% up to $517% up to $529% up to $5#318% around $115% around $118% around $1How much they’ll pay to download an appHow much they’ll spend on IAP in a single appAnother fascinating monetization trend: While around a third of all surveyed
groups said they never pay to download apps, between 28% and 49%
occasionally make in-app purchases of a few dollars at a time. This means
they’re willing to spend once they’ve already committed to an app and
understand its value.
Mobile games audienceNon-gaming apps audienceControl group#137% occasional
purchases of a few
dollars each
28% occasional purchases of
a few dollars each
49% occasional
purchases of a few
dollars each
#228% never make IAP27% never make IAP29% never make IAP#316% purchase $10-$20
value bundles
15% purchase $10-$20
value bundles
9% make purchases
often and don’t keep
track of spending

The Path Forward
9
How can developers lead consumers on the journey from marketing to discovery
to download to monetization? By following a few key steps supported by our
data.
.now your audience
● Use market research to find out more about your audience. Who are they?
Why are they playing? How old are they? These demographics can tell you a
lot about how players respond to varying monetization tactics.
Diversity your monetization strategies
● Don’t feel like there’s only one path to monetization. Different demographics
have different preferences. For example, Generation X is more likely to make
IAP than younger generations but still prefers the ad-supported monetization
model overall. Meanwhile, 24% of Zoomers said they would pay a one-time
fee to remove ads.
Make sure the price is right
● Consumers are more receptive to optional in-app purchases than an upfront
cost to download the app. About a third of all groups said they never pay for
apps, but 28%-49% (varying by group) make occasional IAP of a few dollars
each.
● Value bundles are a great incentive to spend. Of those surveyed, 16% of the
gaming audience and 15% of the non-gaming audience say they purchase
$10-$20 value bundles in apps.
1
The Path Forward
23

Conclusion
10
Conclusion
Attitudes towards monetization are changing. The free-to-play model has been
widely adopted by both gaming and non-gaming app developers and consumers
are more comfortable with the idea of making occasional purchases after the
initial free download.
● Across all surveyed groups, consumers were almost evenly split in their
preferences for in-app purchases vs. ad monetization. Diversifying your
monetization strategy is the key for meeting consumer expectations.
● 52% of the mobile games audience typically downloads free apps with IAP.
● Between 15% and 17% of consumers make more in-app purchases now
than they did five years ago.
Want to know more about the Modern Mobile Consumer? Check out our 2022
App Discovery Report.

Learn More
Get comprehensive insights &
fuel growth with MobileVoice
®
About MobileVoice®
The mobile ecosystem has evolved, but many market research platforms are stuck
in the past. By reaching consumers where they spend their time — in mobile apps
— and rewarding engagement, MobileVoice ® delivers the authentic insights
necessary for success. With a global reach, flexible pricing, cohesive branding,
and seamless API integration, MobileVoice ® is an ideal way to learn more about
consumer behavior, habits, and demographic info.
If you’re ready to deploy custom-built surveys with scalable insights, get in touch.
Our mobile strategists are standing by.
About ironSource
ironSource is a leading business platform for the App Economy. App developers
use ironSource’s platform to turn their apps into successful, scalable businesses,
leveraging a comprehensive set of software solutions which help them grow and
engage users, monetize content, and analyze and optimize business performance
to drive more overall growth. The ironSource platform also empowers telecom
operators to create a richer device experience, incorporating relevant app and
service recommendations to engage users throughout the lifecycle of the device.
By providing a comprehensive business platform for the core constituents of the
App Economy, ironSource allows customers to focus on what they do best,
creating great apps and user experiences, while enabling their business expansion
in the App Economy. For more information please visit www.is.com.