Monetisation from the trenches – Lessons from the fight to maximise ad revenue
summary
Panelists argue that rewarded video delivers the best engagement and completion rates and that a new variant, rewarded interstitials, targets non‑paying users after seven days to boost yield. Teams run 30+ titles, keep a five‑to‑six SDK baseline, and use floors plus fill guarantees to avoid $50 CPMs that only serve one impression in favor of $25–$30 CPMs that serve many. Mediation platforms and integration bonuses win dev time; focus on core‑loop ad design.
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chapters (12)
- 0:00Monetization challenges
- 1:072018 monetization challenges
- 2:53Ad formats and roles
- 4:42Rewarded video excels
- 6:11CPM floors for revenue
- 8:43Developer resources for ad tech
- 10:34How many SDKs should a game include
- 12:41Balancing optimization
- 15:15Advice for new devs
- 17:45Tips for ad providers
- 21:10Long-term ad network relations
- 22:19Q&A
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