Ads/IAP income ratio?

Anyone have an idea about the general income ratio between Ads and In app purchases?
I'm making an RPG/Puzzle, and I really don't want to ruin the gamer's experience with Ads if they don't exceed 20% of the income for that particular category of games.

Any thoughts?

Comments

  • RabidParrotRabidParrot Formally RabidParrot. Member Posts: 956

    It really depends on the content you are selling and your ad placement. I'm sure that someone on here can give you a ratio based on their game but unless you copy their game exactly your result will differ.

  • BlackCloakGSBlackCloakGS Member, PRO Posts: 2,250
    edited December 2015

    We had an excellent GameSalad meetup on monetization of apps . I would recommend watching the recording of the meetup.

  • HopscotchHopscotch Member, PRO Posts: 2,782

    @abuabed84 , seen overall, IAPs make up 90% of the revenue in the mobile markets.

    However, from an indie perspective this is very misleading, as most of the revenue is made by a few highly specialized studios.

    For the average indie, the IAPs make much less than ads. This is due to the fact that the typical indie game does not have the long retention period needed to get players invested enough to spend money on IAPs.

    For IAPs to do as well as for the big studios, your game either needs a strong social component and/or a long retention value. And you need to really understand your user behavior to capitalize on this properly.

    Since you have an RPG, it is understandable that you do not want to spoil the immersion with ads, and that is a good thing.

    My suggestion would be to either ramp up your marketing and make it a payed app, or stick with IAPs, but then be willing to measure the results and adjust other time to maximize the revenue.

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