Mobile Game Developers Urged to Unite User Acquisition and Monetisation Strategies

PocketGamer.biz publishes analysis from BIGO Ads' David Ruggiero arguing that treating user acquisition and monetisation as separate systems can mask declining player value even when individual metrics improve.

Mobile game developers may be celebrating improving dashboard metrics while their underlying business weakens, according to analysis published by PocketGamer.biz from BIGO Ads business development director David Ruggiero. The article warns that managing user acquisition (UA) and monetisation as isolated systems — often owned by different teams with distinct targets and timelines — creates a dangerous disconnect from the player's actual experience.

Ruggiero explains that a mobile game can appear to perform well on the surface while overall player margin declines. The UA team might meet short-term return on ad spend (ROAS) targets, and the monetisation team might increase effective cost per mille (eCPM) and immediate ad revenue. Yet retention could be falling, high-value players could be overexposed to ads, and new cohorts might generate early revenue but leave before the business recovers acquisition costs.

"Developers need to look at the entire player journey as one connected growth model, rather than optimising each part in isolation," Ruggiero states. He emphasizes that players experience a continuous journey: the creative that brings them in, onboarding, the core game loop, and how and when they are asked to spend money or engage with ads.

Cost-per-install metrics obscure player quality

The article highlights that cost per install (CPI) measures expenditure, not player value. Low-cost acquisition is not necessarily efficient acquisition. A player who costs more to acquire may still be the better investment if they stay longer and generate more lifetime value (LTV). UA decisions should be assessed through cohort-level outcomes including retention, engagement, payer conversion, advertising revenue, LTV, ROAS, and payback period.

"The goal is not to find the cheapest players. It is to acquire players whose expected value exceeds what it costs to bring them in," the piece reads. This becomes critical under pressure to scale: paid acquisition can accelerate growth for a strong game but cannot indefinitely compensate for weak onboarding, poor retention, or an immature monetisation model. Scaling a weak cohort simply replicates the problem at larger volume.

eCPM gains can mask total revenue decline

On the monetisation side, eCPM shows revenue per thousand impressions but does not reveal whether total revenue is rising, whether players see fewer impressions, or whether ads harm retention, engagement, or purchase conversion. A developer could remove lower-value impressions and report higher eCPM while total ad revenue falls. Increasing ad pressure might improve short-term yield at the cost of shorter sessions, weaker retention, or lower purchase conversion.

"eCPM is useful, but it only shows how much revenue is generated per thousand impressions," Ruggiero notes. A more complete view should include fill rate, average revenue per daily active user (ARPDAU), impressions per player, session behaviour, retention, and total LTV. For hybrid games, developers must understand how advertising interacts with in-app purchase (IAP) and subscription revenue rather than examining each stream separately.

Monetisation as a product decision

The article argues that advertising placement, timing, format, and audience targeting are product decisions that should involve product and business intelligence teams, not just monetisation specialists. These choices affect player experience across placements, segments, and lifecycle stages.

"The real question is not whether one advertising metric improved. It is whether advertising increased the total value of a player without damaging their experience or engagement over time," Ruggiero writes. Players showing strong purchase or subscription intent should receive different ad experiences than those with consistently low intent. Excessive ad pressure could reduce a more valuable purchase opportunity or cause a promising player to churn. Rewarded placements tied to clear in-game benefits feel fundamentally different from interstitials that interrupt at the wrong moment.

Additional demand partners do not guarantee incremental revenue

Adding another demand partner may increase auction competition, but more competition does not automatically mean more revenue. A new partner should be assessed on whether total revenue increases, not solely on the eCPM shown in its own reporting. Publishers should test new demand against a control group and evaluate ARPDAU, bid rate, win rate, and performance across relevant markets and ad formats.

"Publishers should test new demand against a control group and evaluate ARPDAU, bid rate, win rate and performance across the markets and ad formats that matter most to the business," the article advises. Teams must also determine whether the partner brings genuinely new advertiser budgets or merely competes for spend existing partners already accessed. Operational impacts — latency, ad quality, SDK maintenance, internal workload — all affect real integration value. If total business performance does not improve, the additional demand is not genuinely incremental.

Privacy changes require broader evidence

European UA teams face fewer user-level signals and a harder measurement environment. This does not remove the need for confident budget decisions but demands reliance on a broader evidence set. No single attribution signal should determine campaign scaling. Privacy-safe attribution should combine with first-party product data and cohort performance.

"UA may acquire players who reach an early ROAS threshold but do not retain. Monetisation may increase advertising pressure and improve short-term revenue while reducing engagement," the piece observes. Early indicators such as onboarding completion, Day 1 retention, and key in-game events can reveal initial quality. Over time, decisions must still return to revenue, LTV, ROAS, and payback. When user-level data is limited, incrementality tests and geo experiments become more valuable to understand whether spending actually created additional players and revenue rather than claiming credit for organic activity.

Unified definition of player value needed

The greatest risk, Ruggiero concludes, is that both teams improve their individual metrics while the overall business deteriorates. UA and monetisation need one shared definition of player value that spans the entire lifecycle. Only by aligning on a connected growth model can developers ensure that short-term metric gains translate into sustainable long-term health.

Further reading

Sources

  1. PocketGamer.bizEstablished publication · recorded Aug 25, 2026
    Stop optimising user acquisition and monetisation in isolation