~/panel

How Can Monetisation Make Your Game More Fun?

Panelat Pocket Gamer Connects Digital #2 · 2020-06-08..06-12· [design-collaboration]
links:none on file
slides:none on file

Panel argues that properly placed monetisation improves fun by shaping pacing and progression: rewarded video as breather after intense waves (Archero example), battle pass = subscription giving predictable free and premium tracks, and wager systems (Miniclip/Golf Clash) boosting competitive rush. Tools named include MAX mediation, in‑app bidding and user‑level revenue data to segment users. Concrete metrics cited: ad eCPMs ~3.5 (US) vs 4.8 (Korea), payer rates ~1.5% RPG vs 0.5% racing, plus frequency capping and placement to avoid burnout.

AI-written summary · about

  1. 0:00Start
  2. 9:24Rewarded Video Integration
  3. 23:43In-App Advertisements
  4. 31:56Rewarded Ads
  5. 43:01Session Length
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