How Can Monetisation Make Your Game More Fun?
summary
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.
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chapters (5)
- 0:00Start
- 9:24Rewarded Video Integration
- 23:43In-App Advertisements
- 31:56Rewarded Ads
- 43:01Session Length
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