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Economy and ads in mobile games: monetising without breaking the game

Unique Game Studio12 July 20268 min read
Economy and ads in mobile games: monetising without breaking the game

The tension between revenue and enjoyment in mobile games is a solvable design problem. A badly placed ad earns a few cents in one session and costs you a returning player — lowering monthly revenue. The right question is not “how many ads should we show” but “when does the player want to watch one?”

Two sides of an economy: sources and sinks

For every currency keep two lists: what creates it (level rewards, daily login, rewarded ads) and what consumes it (lives, hints, cosmetics, speed-ups). If the ratio drifts, the game either locks up (players cannot progress and leave) or inflates (everything gets cheap and purchases lose meaning). Keep both lists in a table and check how the ratio moves with every update.

Rewarded ads: the right moments

  • A second chance at the moment of failure
  • Doubling an end-of-level reward
  • Skipping a wait timer
  • An extra daily chest

What these share is that the player makes the decision themselves. The gap between forced and rewarded viewing shows up in retention even more than in revenue.

Frequency rules for interstitials

Interstitials can be necessary, but three rules keep them from doing damage: never in the first session, always a minimum gap between two ads, and never immediately after a failure. A player who loses and is shown an ad reads the ad as part of the punishment. Suppressing interstitials for paying players is standard practice.

Day one should not equal day thirty

New and habituated players have different tolerance. Tiering ad frequency and economy generosity by player age lowers early churn and raises long-term revenue. Generous for the first three days, balanced afterwards, works well in practice.

Measure one change at a time

Change reward size and ad frequency in the same update and you will never know which moved the number. Test economy changes individually and wait at least seven days; the first 48 hours are usually misleading.

The numbers to watch

ARPDAU alone is not enough. Pair it with D1/D7 retention, session length, the share of players watching rewarded ads, ads per daily active user and payer conversion. If ARPDAU rises while D7 falls, the revenue gain is borrowed from the future.

#oyun ekonomisi#reklam#LiveOps#mobil oyun