Where Game Revenue Actually Comes From

Four revenue mechanics, and the metric that tells you whether each one is working.

A smartphone propped on a desk showing a game paused behind a countdown overlay, a notebook beside it with handwritten session notes

Ad monetization and mediation

Rewarded video, interstitials and banners earn per impression, so revenue depends on fill rate, eCPM and how many ad views a session can carry without hurting retention. Mediation sets the order in which networks bid.

Ad monetization and mediation
A hand holding a phone with a store purchase panel open, a credit card resting on a nearby table

In-app purchases and subscription design

Consumables, unlocks and subscriptions turn engagement into revenue directly. Price points, offer timing and what a subscription actually delivers each period decide whether buyers renew or churn.

In-app purchases and subscription design
A laptop showing a plain revenue dashboard next to a calculator and a printed statement on a desk

Payments, payouts and store fees

Store commissions, tax handling and payout thresholds sit between gross bookings and what you keep. Payout timing matters for small teams paying contractors or buying user acquisition.

Payments, payouts and store fees
A whiteboard with a hand-drawn cohort chart and arrows comparing spend against revenue per player

Unit economics and revenue metrics

ARPU, ARPPU, LTV and payback period connect spending to returns. Without them, a rising revenue line can hide acquisition costs that outrun what each player brings in.

Unit economics and revenue metrics

Latest from the Blog