Liftoff(Vungle)Liftoff(Vungle)

Webinar Recap: Busting Ad Monetization Myths in Non-Gaming Apps

By Liftoff·2025年1月21日·4 分钟阅读

摘要

非游戏应用常被误解为无法像游戏应用那样通过广告获利,但事实并非如此。Audiomack CEO Dave Macli指出,用户平均在使用应用6-9个月后才订阅,期间广告支撑了用户体验。GameBiz的Božo Janković强调,95%以上的用户不会主动付费,因此广告是不可或缺的收入来源。尽管非游戏应用缺乏游戏中的自然中断点,但可通过创意的广告形式(如奖励视频)在不破坏体验的前提下实现变现。

广告格式多样化是关键。许多开发者试图优化单一广告格式,但Janković表示,这种微优化仅能提升2-5%的收入,且耗时巨大。相反,整合多种格式(如插屏、横幅、原生广告、开屏广告)可更有效地提升收入。Audiomack通过分析用户触点,在下载、新会话等场景分别采用开屏、插屏和奖励广告,不仅增加了广告数量,还减少了用户投诉,最终收入显著增长。

游戏广告在非游戏应用中同样有效。Unity的Sandra Amir指出,70%的智能手机用户至少玩一款游戏,因此游戏广告具有跨应用吸引力。通过减少限制,广告网络可以优化算法,展示更相关的广告,从而提高eCPM和收入。

平衡用户体验与广告收入需要精细化策略。Macli建议识别用户主动查看屏幕的时刻(如搜索或选择曲目)来展示广告,而非后台播放时。A/B测试至关重要,因为错误的假设可能导致留存下降。Janković进一步建议基于用户行为进行分组,而非一刀切。例如,付费用户应避免插屏广告,而某些地区的用户可能对广告容忍度更高,可单独设置参数。通过这种方式,开发者可以更有效地满足不同用户群体的需求。

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