~/talk

Monetise, not Bastardise

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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.

AI-written summary · about

  1. 0:00Start
  2. 2:16Leadership team
  3. 2:54What you're going to Learn
  4. 3:20Audio Mob Format
  5. 4:11Monetize, not Bastardise: User Perception of Ads
  6. 6:23Ad Volume - There's loads of demand
  7. 7:40Audio Industry - Banner vs Audio with/without banne
  8. 9:31Most people listen to music when gaming!
  9. 10:21How it Works - Audio State Tracking
  10. 12:27How it Works - Unmute Function
  11. 13:34How Audio Advertisers Buy
  12. 14:32Game Design & Monetization
  13. 15:54Ending Notes
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