What are the strategies developed by hyper casual game developers and publishers to monetize large player bases? What are hyper casual game monetization strategies? Do you have tactics and ideas to increase revenue? How do hyper casual game developers make money? You can get answers to your questions in this article.

Hyper casual game developers are developing strategies in order not to lose their players in the face of constantly changing game trends. With new content, it is tried to connect the players to the game quickly. Samurai Flash and Supersonic's Join Clash are among the best games in terms of monetization strategies. (attribution) What are the methods and monetization strategies used by hyper casual game developers? Let's examine together.

Rewarded video ads

Rewarded video ads are described by the Unity Ads ad network as "the highest revenue stream" in the market. Rewarded video ads, which are of great importance in monetization strategies, not only generate more revenue for developers, but also increase retention and session length. Rewarding users for viewing ads is seen as the main goal. Implementing the rewarded video ad type is also a smart way to increase monetization, session duration and user retention.

For example, a user can earn in-game currency or extra lives after watching a 30-second ad. They can use this reward they earn to progress in the game. A win-win scenario can be created for the user, publisher and advertiser. A study by OpenX R found that 77% of users are willing to watch a 30-second ad if rewarded with a discount from a retailer. An engagement rate of over 40% and 4 impressions per user per day are good targets to target.

Developers who want to add more rewarded videos can try adding different tiers to their games for more interaction or providing various valuable rewards such as gems, extra time, extra lives. In this regard, monetization strategies are successful.

Banner ads

Mobile banner ads can be used to monetize hyper casual games, although some advertisers complain of "banner blindness". A study by Liftoff found that this traditional ad format can be more effective than video ads that aren't created specifically for the ad campaign. It also showed banner ads in the study outperform native ads when it comes to post-install engagement on Android.

Even when developers implement rewarded video ad strategies, more than half of users can see that they shop in the virtual store without interacting with the ad unit. In this case, hyper casual game developers prefer banner ads more. In this way, all users are successfully monetized.


There are two main factors to look at for interstitials. The first is the number of ads shown per second, and the second is the interstitial type. (static, video, playable.) Interstitial ads are displayed on the entire screen, making the user aware of the ad. Full-screen ads may be preferred in this ad format. It may also contain video, store finders, and playable content.

Mobile Free To Play Direktörü Tom Kinniburgh GameAnalytics için yazdığı makalede, "Oynanabilir reklamlar çok iyi işliyor çünkü kullanıcıyı ana oyundan uzakta geçirdiği zamanın tadını çıkarmaya teşvik ediyor." Ayrıca, reklamların yerleştirildikleri oyunlara daha yerel hale gelmesi gerektiğini de belirtiyor:

Any ad network that thinks about player interactions and experience, especially in terms of how hyper casual ads are used, will create games that stay longer. still seeing high clicks and conversions.

Developers will need to decide that interstitials in hyper casual gameplay will not have a skip button. If so, after how many seconds will the button appear? Making it possible for users to skip ads can be better in terms of retention and session duration. But it will also have a significant impact on revenue.

Let's take a different approach. More impressions per session, including playable and video ads, and a 'skip ad' button that pops up after only 5 seconds will generate higher ARPDAU but can hurt retention and session length. Ultimately it's all about finding the 'sweet spot' that balances user experience and monetization to maximize LTV and ARPU. A/B testing is the best way to find the setup producing the highest LTV. It's critical that developers A/B test these ads to find the right balance that allows their games to perform well on these metrics.

Ad revenue metrics data

The majority of hyper casual revenue in hyper casual games comes from advertisements. For this reason, it is extremely important to be able to measure data on advertising revenue. Ad measurement data clearly shows the interaction rate of users with ad types. This data is valuable for developers who want to learn about how users interact with ad types. Developers who want to implement new strategies make effective decisions based on axioms, ad revenue measurement data reports.

Developers set new goals to retain the user and increase the profit motive. It determines the type of ad required for their target audience and how the ad should be displayed. The more important the analysis of data in a revenue stream becomes, the more valuable this information will be for both user acquisition and general monetization activities. That's why app developers need to align their apps and strategies with device-level data on ad engagement and revenue.

In-App bidding

Hyper casual games rely heavily on ad monetization. Since it's common for hyper casual game developers to have large portfolios, enabling in-app bidding can help reduce the operational overheads that come with monetization optimization.

In addition to ad types, in-app bidding powers these ad types and saves money. Hyper casual is equally important as other monetization strategies of game developers. In-app bidding technology automatically serves the impression to the highest paying ad network. For example , IronSource's in-app bidding solution LevelPlay is the first in the market to give developers instant access to the best in - app bidding networks like Facebook Audience Network .

Cross promotion

The top-ranked companies in the app stores have a wide application portfolio and have multiple top-ranked applications. These companies achieve success with their strategies in cross-promoting other games in their portfolio. While this may seem like a dangerous strategy, their purpose is to keep players engaged with their game.

User-Level ads

To optimize their ad revenue, the type of monetization they interact with can be determined by looking at their user interactions. If the user has little interaction with the applied ad type, the strategy type should be changed.

For example, when they wanted to find out how much users interact with the rewarded video ad type with IronSource's ad revenue measurement tool, they found that the majority of users did not interact with this ad type. They decided to apply interstitial and banner ad types instead of rewarded video ads with low engagement rate. Based on results from ad revenue measurement data, customizing the strategy to a particular user's experience is an excellent way to increase revenue and monetize.


For developers who want to implement an even more advanced monetization strategy, it's also worth creating custom ad apps for different segments. For example, for in-store shoppers interested in rewarded video, it makes more sense to take a softer approach to the ads that show. Because they are highly engaged, possibly high retention users.