The bottom line
Rewarded video ads, offered at several natural moments in a game, are the best way to monetize a free app. Since about 95% of users never pay, they earn from players who would otherwise bring in nothing.
Key takeaways
- Most users never pay, so video ads are how a free app earns from them. 13:04
- About 95% of users never pay, a figure from a SongPop (Fresh Planet) talk at a New York conference.
- Around 70 to 80% of users are gone after day one, so only about 30% of downloads are left to monetize.
- Opt-in video ads are a triple win for developer, advertiser and player. 4:37
- Developers get a higher eCPM, the pay per 1,000 impressions, than from pop-ups or banners.
- Advertisers get the best-performing ad unit, and players choose to watch for coins, so nothing is intrusive.
- Coins earned from ads train players to spend. 4:04
- A player who never pays learns that watching ads is how to earn currency for the shop.
- That habit makes players more likely to watch more ads or buy virtual currency later.
- Fun Run 3 offers an ad at several points, not just one. 11:34
- The main menu offers doubled stars, and the daily bonus pays 400 coins for an ad instead of 200.
- Arena entry is free after an ad or costs 500 coins, and the chest can also be doubled by watching a video.
- Limiting how often an ad unlocks a reward keeps players from overdoing it. 12:29
- An ad gives only one free arena entry a day, and after that the player pays.
- Ads sit inside rewards the player asks for, not as pop-ups that disrupt play.
That's what you got to think about, where can I show the user multiple points to engage with my video ads.
Steve Young, App Masters
Chapter summaries
0:00 Why video ads beat other formats
Video ads earn more because players engage with them, and the fear of losing players to them is overblown.
- Fun Run 3 shows how far ad optimization can go. 1:17
- Its ad placement gets one player to watch four to five ads every session.
- The same player and his son reviewed Fun Run 1 on the podcast about five years ago.
- The examples that follow are screenshots taken from their own play.
- Video ads hold attention better than pop-ups or banners. 2:50
- Players now have to hit play on the ad, so they are more engaged than when it autoplayed.
- Ads also bring installs, because his son finds new apps through them.
- Before, he would tap watch video ad and run away.
- He calls video no better performing ad unit for the advertiser.
- Worrying that players will leave for the advertised game is misplaced. 4:37
- A good game keeps its players.
- Retention is so poor that an ad watched by a few players is not a complete loss.
- Because the ad is opt-in, the player has already said yes.
5:25 Fun Run 3's main menu
The menu pairs retention features with an ad offer, so the first screen already teaches players how to earn.
- Fun Run 3 is a Mario Kart style racer. 5:50
- Players race and use weapons against other racers.
- He and his son play most nights, before bed or after dinner.
- The menu is built around retention. 6:26
- It holds the arena, the shop, daily bonuses and challenges.
- The ad offer sits among these elements, not apart from them.
- Ads and purchases can live side by side. 7:09
- His son has already bought starter packs while also watching ads.
- A player who is cheap learns that ads are the way to earn money to spend.
7:43 The daily bonus and arena entry carry the ads
Ads placed inside rewards that players already want keep them coming back and earn money at once.
- The daily bonus grows with each day played, so it drives retention and ad views together. 7:45
- Players get more coins the more days in a row they play.
- Popping a video up unasked disrupts play, so the bonus offers it as a choice.
- The bonus is framed as a gift for just coming in, and the ad is the upgrade.
- The first option is always free, so no one is forced to watch.
- The arena is the most loved mode, so it is the best place for an ad gate. 8:38
- Players race four others, or eight in the bigger arena.
- The last runner is eliminated at each checkpoint, so a player can be out early.
- The first entry of the day is a free ad. Later entries cost 500 coins.
- The speaker has no metrics, but he happily watches the ad first and pays after he loses.
10:14 The chest turns a loss into a win
Giving a reward even after losing keeps players in the loop and prepares them for the next ad.
- A chest that grows with wins gives something back even after three strikes. 10:14
- A player is out after three strikes, meaning three finishes outside the top three.
- With zero wins, the player still opens a chest of virtual currency.
- The chest refills the coins spent on entry, whether paid or earned by an ad.
- The message is even though you lost you've actually won, and more wins make a better chest.
11:29 Offer the ad wherever a reward appears
Every moment of gain is a chance to offer a double, and the small paying minority makes that worth building.
- Any reward the player receives can carry an offer to double it. 11:47
- The design question is where to give users many points to engage with ads.
- Doubling also trains players to spend what they earn.
- The chest follows the same rule, since a win can be doubled by watching.
- A block works best where most players already go, with a choice of paying or watching.
- Few users ever pay, so ads must earn from the rest while keeping them happy. 13:04
- Only a small slice of the roughly 30% of users who stay will ever pay.
- The aim is more money and users who stay happy with the product.
- He urges playing Fun Run 3 to spot ad placements he did not cover.
In the growth library
Steve Young, Founder, App Masters (app marketing agency and podcast). Rewarded video ads work best when they are offered at several natural points in a game and tied to the in-game economy. Using Fun Run 3 as the example, the episode shows one player being prompted to watch 4 to 5 video ads per session without feeling forced.
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