Seven Ways to Earn More From the Audience You Have
Placement, frequency, mediation, floors, geography, creative quality and session length: seven levers that need no new users.
5 min read · Updated
Most monetization advice starts with getting more users. That works, but it is slow and it usually costs money. If you already have an audience, there is normally a gap between what it earns today and what it could earn, and the gap tends to be wider than people expect.
Below are seven levers, roughly in order of effort. Some suit apps, some suit websites, and a few suit both. None of them comes with a promised lift, because every audience is different. Each one moves a different part of the same formula: impressions, multiplied by eCPM, divided by 1,000. If that formula is new to you, read the eCPM explainer first and come back.
1. Put ads where attention already pauses
In an app, the best slot is a natural break: the end of a level, the return to a menu, the moment after a reward is collected. An interstitial dropped into the middle of an action produces accidental taps and angry reviews, and accidental taps can also get an account flagged for invalid traffic. A pause costs the player nothing, so the ad is tolerated.
On a website the same idea shows up as viewability. A unit that sits below the last paragraph is often scrolled past without ever being on screen long enough to count. Buyers bid on impressions that were actually seen, so an unseen unit earns little or nothing. The calculator on this site uses a reference of four ads per page at 60% viewability. Three well-placed units frequently out-earn four mediocre ones, and the page loads faster too. The website formats comparison covers which units suit which positions.
2. Treat ad frequency as a budget
Every extra ad per user per day is free money in the short term and a withdrawal from patience in the long term. The useful question is how much patience each ad costs.
Take a game with 10,000 daily users and a Tier 1 interstitial eCPM of $8. Each impression earns $8 divided by 1,000, or $0.008. At two interstitials per user per day that is 20,000 impressions and $160 a day. At three it is 30,000 impressions and $240 a day. The third ad adds $80 a day, but a user now earns $0.024 a day instead of $0.016. The change only pays off if it shortens the average player's lifetime by less than one third, since 0.016 divided by 0.024 is two thirds. Test it rather than guess. For the trade-offs between formats, see rewarded vs interstitial, because rewarded video lets the player choose the frequency.
3. Add buyers to every auction
A single network shows you its own advertisers and nobody else's. Mediation lets several networks compete for the same impression, and bidding lets them all price it in real time. In this site's benchmark table, a Tier 1 rewarded impression is estimated at $12.00 on AdMob and $14.50 on AppLovin MAX, a gap of about 21%. Those are rounded estimates and not guarantees. Your own gap could be smaller, or it could be larger.
The cost is setup time, extra SDKs and a bigger app. The mediation guide walks through when the trade is worth making. The web version of this lever is moving from a single network to a managed program with header bidding, which depends on meeting the traffic bar. Whichever route you take, publish a correct ads.txt file (app-ads.txt for apps) so that buyers can verify you are allowed to sell the inventory. Missing entries quietly shrink demand.
4. Use floor prices with care
A floor price is a minimum bid below which an impression goes unsold. It raises your average eCPM, which feels good, but it does not always raise revenue, because it also lowers the number of impressions that sell.
Suppose 100,000 requests produce 90,000 filled ads at an average eCPM of $5. That is $450. A floor of $4 removes the cheapest bids, so 70,000 ads fill at an average of $6.40. That is $448. The eCPM rose by 28% and the income fell slightly. Floors make sense when cheap fill is hurting your experience (low-quality creatives, slow loads) or when you have evidence that unsold impressions get re-offered at a higher price elsewhere in a waterfall. Raise them in small steps and compare daily revenue, not eCPM alone.
5. Know which countries pay for what
Geography is the largest multiplier in the benchmark data. For AdMob, the Tier 1 interstitial eCPM is $8.00 and the Tier 3 figure is $0.90, so one Tier 1 player is worth roughly nine Tier 3 players for that format. You cannot change where your audience lives, but you can choose how to respond.
Do not block low-paying countries. Their users still generate impressions, and blocking shrinks fill and sometimes retention data too. Instead, give Tier 3 users a lighter ad load, since each ad pays little and costs the same patience, and consider adding a network with stronger regional demand. For websites, content written for US or UK readers, and promotion in those markets, tends to move RPM more than any layout change. The geo slider in the revenue calculator shows how sharply the blended estimate moves as the mix shifts.
6. Protect creative quality and load speed
Ad quality is two problems. One is what the ads look like: a jarring or misleading creative drives users away. Blocking specific bad advertisers or categories is reasonable. Blocking dozens of categories is not, since each blocked category removes bidders from the auction and lowers eCPM.
The other problem is speed. An interstitial that takes four seconds to appear is often skipped by the game logic or abandoned by the player, which is a lost impression. Preload the next ad as soon as the current one closes. On a site, ads that load late push content around and slow the page, which hurts both reader experience and, indirectly, the pages-per-session figure in the next section.
7. Keep people around for longer
Revenue per user is time spent multiplied by ads per unit of time multiplied by eCPM. The third term is mostly out of your hands, but the first one is not.
For an app, retention compounds. If day-30 retention rises from 3% to 4%, then out of every 1,000 installs, 40 players are still around at day 30 instead of 30. That is a third more people generating impressions, with no change to eCPM. For a site, pages per session is the lever. With 50,000 sessions a month at 1.4 pages per session you serve 70,000 pageviews, and at a $10 page RPM that is $700. Lift it to 1.7 pages per session and the figures become 85,000 pageviews and $850. Related-article links, clear series navigation and fast pages do more of this work than any ad setting. The website RPM guide explains how page RPM and session RPM relate.
Change one thing, then wait a week
All seven levers interact, so changing three at once makes the results unreadable. Pick one, run it as an A/B test if your network supports it, and let it cover at least a full week so that weekday and weekend behavior both appear. Judge it on revenue per daily user for apps and on revenue per session for sites, plus a retention or bounce check. Then pick the next lever. If you want a baseline first, use the AdMob calculator or the AdSense calculator, and check the glossary when a term in your dashboard is unfamiliar.