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Monetization

Why One Ad Network Leaves Money Behind

With one network, you take whatever it offers. With several, they have to outbid each other for the same impression.

By Muhammad Qasim·

Most games start with one ad network because it is simpler, and many never change. The cost of not changing is invisible, which is why it persists.

What mediation does

A mediation layer sits between your game and several networks. For each impression it asks them all and takes the best price. The networks know they are competing, which changes what they bid.

The gain is largest exactly where single-network setups are weakest: regions where your one network has thin demand, and times when its advertisers have spent their budget. Those impressions are currently filling at a low price or not filling at all.

Fill rate is the other half

When your single network has no ad to serve, you show nothing and earn nothing. With several in the waterfall, somebody usually has something. A rewarded video that fails to load is worse than low revenue — the player was promised a reward and did not get one.

What it costs you

Where it is not worth it

Below a certain volume, the setup cost exceeds the gain and the extra SDKs cost you build size for nothing. If your game is small or ads are a minor line next to IAP, one network is the right answer and staying there is a decision, not neglect.

The short version One network sets its own price. Several have to beat each other. Above meaningful volume, that difference pays for the integration quickly.

Whatever you run, the sellers have to be declared correctly — see the app-ads.txt mistakes that quietly cost revenue.

This is what we do day to day — app and game monetization at Factorial Studio.

Muhammad Qasim
Muhammad Qasim
Founder & CEO, Factorial Studio

Runs Factorial Studio in Lahore — game QA, WebGL porting, console certification and playable ads. Has shipped and tested games on Unity and Unreal for studios in eight countries.

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