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Cover of Monetisation Patterns

Monetisation Patterns

Earn fairly from players who love your game.

Methods for earning from a game in ways players see as fair. Written mainly for free-to-play mobile teams, though most cards apply to premium and hybrid games, they cover choosing a business model, designing a clear store and currency, timing offers, building recurring revenue, using ads without driving players away, and measuring results while protecting players.

48 cards · 6 suits · 5 recipes · 2 missions

What's inside

A few cards

Illustration for Revenue Model Map
Model

Revenue Model Map

Lay every way of earning on one page, then pick the mix your players will actually accept.

Illustration for Two Currencies
Currency and Store

Two Currencies

Use a soft currency for play and a hard currency for purchases, and never blur their roles.

Illustration for Season Pass
Recurring Value

Season Pass

Two reward tracks, one season: free for everyone, richer for those who pay.

One card in full

Illustration for Rewarded Ads
Ads

Rewarded Ads

Let players choose to watch, and make the reward worth the thirty seconds.

A rewarded ad is a deal the player opts into: watch a short video, get something useful. Done well, it is the one ad format players thank you for, because it turns attention they were happy to give into progress they wanted. Done badly, it is a slot machine lever with a sponsor.

How to use it

  1. List the moments where a player already wants a little more: a second chance, a doubled reward, a faster timer, an extra spin.
  2. For each, write the trade in one line: "30 seconds for X". If you would not make that trade yourself, drop it.
  3. Set the reward against your economy, so a day of watching never outpaces a day of playing.
  4. Make the button honest: say what the reward is before the ad, deliver it instantly after, and handle a failed ad load gracefully (grant it anyway, or say none is available).
  5. Cap views per day with Frequency Caps and place them using the Ad Placement Map.

Example

Many casual puzzle games offer "watch to continue" after a failed level and "watch to double" on the end-of-level chest. Both sit at a moment the player has chosen, and both are skippable by not tapping.

Watch out

  • Rewards so generous they replace small purchases; run a Cannibalisation Check.
  • The dark version: designing friction purely so players must watch to escape it.

Recipes

Missions

Related decks

LiveOps Patterns

Plan events that keep a live game fresh.

48 cards

Player Research Patterns

Learn what your players really want.

48 cards

UA Patterns

Acquire players who stay, at a sensible cost.

48 cards

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