Monetise, not Bastardise
summary
Audio ads are presented as an incremental revenue layer that runs during gameplay, claiming $2–$30 CPMs (banners often sub-$1) and access to ~$3B of traded audio demand inside an $18B TAM. The system captures audio state detection (on-device mute/unmute, timestamps, listen-through rates) and supports rewarded or auto-triggered placements; reported survey numbers include 86% of UK gamers disliking video ads and 28% preferring audio. Integration is a 10-minute drag-and-drop and the stack is GDPR/CCPA compliant.
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chapters (13)
- 0:00Start
- 2:16Leadership team
- 2:54What you're going to Learn
- 3:20Audio Mob Format
- 4:11Monetize, not Bastardise: User Perception of Ads
- 6:23Ad Volume - There's loads of demand
- 7:40Audio Industry - Banner vs Audio with/without banne
- 9:31Most people listen to music when gaming!
- 10:21How it Works - Audio State Tracking
- 12:27How it Works - Unmute Function
- 13:34How Audio Advertisers Buy
- 14:32Game Design & Monetization
- 15:54Ending Notes
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