Best monetization options for mobile?

What are the current best monetization options for mobile games using Unity? What’s the Ad platform with the higher ROI and pay?

This is a pretty cool IAP monetization solution that’s worth checking out:
http://inappfuel.com/

Looks pretty tacky to be honest.

Ads are best way. You’ll have to get loads of daily users if you’re gonna generate good revenue though.

More daily users = More Impressions = More Clicks = More Installs = More $$$

I’ve seen more success with in-app purchases than anything else. I’ve made a few 0.99 games and other free ones with ads. But the revenue couldn’t come near the revenue made with my free game with an in-app store.

I’m planning in doign a free game and adding some downloadable content. Also I think of adding adds, very few, just in the beginning or every 10th game etc. (I hate ads, so I won’t bother my users too much with them) I though of let them disable the adds if thes sign up my newsletter or something like this. Is this a good way to go or does it feel bad for the user?

Nobody like ads, but if you dont gain enought money, nobody will continue to play at all :stuck_out_tongue:

Remember that more ads, more money, you need to balance to have many ads you can without the user start upset. Most of players are ok with ads in free game.

Ads are fine as long they are not excessive and are carefully placed in the game. Banner ads are extremely annoying so I would suggest an app list wall or interstitial ads. Its usually good to specify that you want other games advertised as opposed to random apps as this will help you get a higher click through rate.

This is interesting, I would’ve thought people found interstitial ads more annoying than banner ads? As you can ignore banner ads while you can’t ignore interstitials have to click them away. I suppose the placement of some banner ads can be annoying, like if they are slightly on top of buttons, making them harder to press? But if the banner placement is not in the way, then surely interstitials must be more annoying?

A flashing icon at the edge of your game is more annoying than one interstitial screen, especially if they are shown at appropriate times, i.e. when you die in a game, or at the end of a level. Plus interstitials make significantly more money so you can afford to show them less often.

There is no one-answer to monetization. Banner Ads, Institial Ads, IAP’s, up-front payments - however you do it, the goal is to stay afloat.
Gigi

Well that’s a pointless non-answer.

Ads is probably the best you can have on a phone.
There are a lot of free games available for smartphones, these games are typically preferred by users.
You can block ads on a rooted Android phone but not many gamers have a rooted Android phone anyway.

No, A can of coke or a car brand properly placed as part of game play makes sense with some titles - problem is I don’t know of a supplier of such ads and you should get a bigger fee for such ads than banner ads because - it the secret the ad agencies won’t admit to their clients - most banner ad click throughs are accidental - they were trying to get past the ads not see what’s at the click through.

I thought the same thing when I first started. I was looking for a simple answer to ‘Best Monetization World?!’ I released several products and eventually made one which is quite successful - averaging between 600-1000 downloads on days when it’s free. And yet, when I change it back to an up-front cost, the downloads drop to ~5. So, I tried all kinds of price strategies - only to find the numbers stay constant whether I charge $0.99, $1.99, or $2.99. When I hit $4.99, the numbers went down a tad, and yet, the revenue was still higher. And it got more complicated when I went to Android. That same exact product is free on Android and it only see ~50 downloads/day, which with RevMob nets me ~$0.05/day. And that’s just one of my 6 products.

There is no magic answer to ‘Best Monetization World?’. Fortunately, I have found one thing holds true (mostly) - the more products I have, the higher my revenue. Monetization is as HARD as building products. Deal with it.

Gigi

Highest revenue on Android for ads: HeyZap, followed by TapJoy. Nothing else comes close. We actually averaged $7 eCPM for a couple months with HeyZap on Android, which is way more than we made with anyone on iOS.

For iOS, we haven’t tried HeyZap yet. Playhaven has been doing the best for us, followed by RevMob and Chartboost.

We only use interstitials. If you do some type of game where a banner could be there all the time (puzzle game usually), they can do ok, but generally avoid them.