MolocoMoloco

In-App Bidding vs. Waterfall: What’s Best for Your Mobile Game?

By Minhwi Joo·2025年4月1日·4 分钟阅读

摘要

本文探讨了移动游戏变现中两种主流广告聚合方式——waterfall与in-app bidding的优劣,并给出针对不同游戏类型的推荐策略。文章指出,到2030年应用内广告将以每年9%的速度增长,所选择的模式直接影响eCPM与ARPDAU。目前in-app bidding已约占典型设置的80%,这一趋势由广告主对效果导向的KPI(如CPA和ROAS)的追求所驱动,依托机器学习进行自动竞价与定向的广告网络(如Moloco)正加速这一转变,形成“更高竞价-更好模型-更高eCPM”的正向循环。

针对超休闲游戏,由于其用户留存短、变现窗口有限,开发者应优先采用in-app bidding以实现高填充率与高eCPM,例如选择如Moloco SDK这类提供100%直接需求、避免第三方转售的伙伴,从而提升广告质量与透明度,在用户流失前最大化收入。

对于休闲游戏(如三消、益智类),用户留存相对较长,开发者常采用IAP与IAA的混合变现策略。in-app bidding是高效填充大量广告库存的首选,尽管部分开发者可能沿用waterfall以控制优质库存,但通过消除中间费用的平台(如Moloco),能驱动更高eCPM,且无需waterfall即可覆盖高价值展示。

中重度游戏(如RPG、FPS等)用户群体较小但高度参与,能吸引高溢价广告。混合变现(IAP、订阅、内购及广告)是关键,需避免干扰体验。尽管waterfall提供定价控制,但in-app bidding因实时竞争更强、且避免waterfall的延迟问题,通常能带来更高eCPM。

总体而言,in-app bidding代表移动游戏变现的未来,类似于PC端程序化广告的演进(目前占美国数字广告支出的90%)。建议仍在使用waterfall的开发者尽早启动迁移,通过A/B测试逐步验证,并选择具备大规模需求池与程序化优化能力的合作伙伴。

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