The State of App Monetization – 2024 Edition

The State of App Monetization – 2024 Edition
01 KEY findings
57%
Hybrid yields 57% higher returns than IAP for Mid-core Android
Data from high income markets (used throughout this report) shows Android Mid-core games hitting 146% ROAS by Day 90 with hybrid monetization, vs. 93% for IAP and 58% for IAA.
28%
ARPU in Hypercasual hybrid 28% higher than IAA only
Hypercasual hybrid hits $0.60 D90 ARPU, up from $0.47 in IAA. These results confirm the positive impact of diversification for a genre in relative difficulty, in a low-margin environment.
73%
Paid traffic drives 73% of revenue in Casual games
Casual and Hypercasual games rely on paid channels for driving revenue. In Mid-core, name recognition and brand awareness is important, leading to a more balanced paid/organic IAP revenue split.

Over the 3 months measured: no automatic PU/DAU correlation

During a period without any seasonal event, user engagement (DAU) and conversion (Paying users, PU) didn’t sync up often. Both metrics results are driven by specific dynamics.

Non-gaming subscription ARPU: $8.39 iOS vs $1.54 Android

These apps see iOS outshining Android by no less than 5 times when it comes to revenue per user. Some subscription apps are known brands, leading to 65% of revenue coming from organic users.

Non-gaming IAA D90 ROAS: 95% in Android, 80% in iOS

These apps show a nearly 20% higher D90 ROAS on Android, while both platforms make most of their revenue by day 3. ARPU-wise, iOS still ahead ($0.77) of Android ($0.35).
02 introduction

The big merge: marketing and monetization in a hybrid era

“Hybrid monetization”. The buzzword on everyone’s lips. But does this model of monetization truly deliver? The answer is yes, assuming it’s the right fit for your business. In some cases, adding a revenue stream drives incremental rises; in others, it could jeopardize revenue generation. “Cannibalization vs. hybridization” is emerging as the new “risk vs. reward” paradigm.

To make sense of it all, AppsFlyer offers, in this first-of-its-kind report, an inside look at monetization strategies across four common models, also known as revenue streams: in-app purchases (IAP), in-app advertising (IAA), hybrid (IAA & IAP), and subscriptions.

The diversification of revenue streams highlights the importance of an often overlooked yet crucial “partnership” between marketing and monetization. Whereas marketers are focused on driving profitable growth for a cohort of newly-acquired users, monetization managers are tasked with generating and optimizing revenue for the app from all users, at any given time frame.

But only a strong marketing-monetization alignment can help ensure that your app’s strategy is perfectly tailored to your current model, or to the model of monetization you aspire to adopt.

Looking at metrics like ARPU (Average revenue per user), ROAS (Return on ad spend) and DAU (Daily active user), this report provides marketing teams and monetization managers a clear picture of where they stand in the industry, and how they can work together to achieve better results.

Data sample *
$130M
Verified in-app purchase revenue during Q3 2024 (in high income markets) **
$40M
Verified subscription revenue during Q3 2024 (in high income markets) **
$900M
Verified in-app advertising revenue during Q3 2024 (in high income markets)

* All results are based on fully anonymous and aggregated data. To ensure statistical validity, we follow strict volume thresholds and methodologies and only present data when these conditions are met. When normalized data is presented, the share of each month out of the total for the entire time frame is shown to create a trend. ** In-app purchase and subscription revenue only includes verified revenue from the App Store and Google Play

03 Top trends – Gaming

Day 90 ARPU by monetization model *

"ROAS is an important summary metric that tells you how quickly (if at all) you are earning back your money against your CPI. This lets you manage cash flow across a portfolio of games that have different payback periods (…), the starting point as a bridge to LTV in judging your game as a complete investment."
Tiffany Keller
Director of Product (GameForge AI) and Host- Rise and Play Podcast

ROAS attainment by day and monetization model *


Revenue split within 90 days of install (cumulative) *


Day 90 organic vs. paid revenue split *

Organic vs. paid revenue split (non-cohorted) *


Daily active users trend during Q3 (normalized) *

Paying users trend during Q3 (normalized) *

04 Top trends – non gaming

Day 90 ARPU for non-gaming subscription apps *


ROAS attainment by day for non-gaming subscription apps *

Revenue split by day for non-gaming subscription apps (cumulative) *


Organic vs. paid revenue split for non-gaming subscription apps *


Day 90 ARPU for non-gaming IAA apps *

ROAS attainment by day for non-gaming IAA apps *

Revenue split by day for non-gaming IAA apps (cumulative) *

05 Experts’ corner
Tiffany Keller
Director of Product (GameForge AI) and Host- Rise and Play Podcast
Cristian Rotari
Product Manager – Monetization
What overlooked factors should people consider when choosing the hybrid model?

Hybrid monetization done right is a true investment- one that’s easier for games employing flexible backends, power systems, and economies built to leverage a multi-pronged monetization strategy.

This is why many hybrid apps we see today are less than two years old, with the exception of some large publishers who made a big investment implementing hybrid monetization into their popular legacy apps or bet on hybrid from the start. I suspect that much of the 20% YoY increases of apps using hybrid are new entrants to the market. If your ARPDAU is below 50 cents, then you can add 5-10% net revenue by adding in vanity IAP to an IAA game or putting ad monetization into an IAP game without much risk of cannibalization.

But to really succeed at hybrid, such as a 70/30 or 40/60 split -without cannibalization- requires consideration of technical challenges serving segmentation, video ads, and mediation or design challenges with faster content and power progression. This is alongside investment in retraining or hiring product talent to deploy best practices in both monetization streams. You could even hire a direct sales team if you’ve built a recognizable brand.
Speaking of brands, if you are building a new game for IP holders, it’s important to know IP holders may not allow ad monetization next to their brand. That means those minimum guarantees and revenue share agreements are all the more expensive when you also lose the ability to add 20% net revenue from savvy ad monetization.

Which app categories stick to IAA or IAP only, and why? Do you think the cannibalization "threat" is here to stay?

Many monetization models can work across gaming genres because the heart of this question lies in how your audience likes to progress: by handing over their attention or their wallets? The important considerations are target audience, ROAS payback period, max LTV, and protections from an economic principle called the “Substitution Effect”. I explain using the substitution effect to balance ad load vs. IAP in your hybrid game in my most recent blog post here for our astute readers.

The name of the hybrid game is slightly less ad friction than other games your audience plays. Your target audience dictates how much ad monetization you earn before cannibalizing IAP spend or lowering retention, judged against available substitutes. As long as your rewarded ads are more valuable to players or ad friction is lower than available substitutes in that subgenre, then there is no advantage churning to another game.

Generally, incorporating IAA alongside IAP monetization will earn revenue quickly to reduce your ROAS payback period, but without payer segmentation it limits your overall LTV. On the flipside, IAA-only will give you one of the fastest ROAS payback periods if your CPI is low enough but your LTV will be severely capped. That’s why primarily hyper and hybridcasual apps use IAA: this value trade off on genre-wide low LTVs is positive against substitute games who use a similar strategy.

If available substitute games are largely IAP only and you can stomach long payback periods, then IAP only is best. It builds brand loyalty to pull in organics and no cannibalizing ads pulling down your high LTV. Some games in these genres incorporated hybrid successfully, but they also target a slightly more casual niche inside core. An example is Whiteout Survival by Century Games- an RTS game that presents as a hypercasual for the beginning of gameplay.

Some say ROAS is now a top focus for monetization managers, overtaking metrics like CPI. Yet, in your research, LTV and ARPDU still lead in interest. What’s your view on these shifting metric priorities?

ROAS is an important summary metric that tells you how quickly (if at all) you are earning back your money against your CPI. This lets you manage cash flow across a portfolio of games that have different payback periods, but it’s only the starting point as a bridge to LTV in judging your game as a complete investment.

This is why in my Hybrid Monetization 2024 report with Gamesforum Ltd showed both hybrid, IAA, and IAP gamemakers rated LTV as their highest priority metric to improve in the next 6 months, while planning against the orchestration of LTV, CPM, and CPI trends by geo across many different teams is their number one challenge for 2025.

Your cohorted LTV reveals not only the earning ceiling of your investment, but if you are growing that value over time across retentive cohorts and if you get granular this can be split by install source. ROAS is essential as a cost center metric to optimize your early player experience and keep marketing wheels turning, but your top profit center metric that showcases your game’s potential years into the future is always LTV. After D60, your target ROAS for that cohort is but a dream that could go up in smoke due to rising CPIs, a change in marketing creative, or targeting strategy- yet you still have this user cohort to improve upon that LTV as long as they remain engaged in-game.

Have you noticed differences in monetization strategies between smaller and larger studios across models?

Smaller studios are more daring to test winning monetization strategies from other genres to gain a ROAS advantage and steal market share. Small studios need faster ROAS paybacks, so they are more willing to incorporate ads through IAA only or hybrid models and then extend their LTV ceilings by offering IAP pay-for-power progression.

This gives them the best of both worlds with lower CPIs and larger D3 revenues, which is the cutoff period for most LTV prediction curves to filter back into marketing algorithms that unlock budget.

As outlined in Hybrid Monetization Trends, IAA only games have upgraded with a basic but LTV accretive IAP store that sell ad blockers such as No Ad 30 day subscriptions or rewarded video ad skips which give the same rewards without wasted time. I see mini games and in-game tutorials showcasing casual gameplay for the first few levels, so they earn high ROAS on hypercasual CPIs before dropping players into midcore gameplay that may churn players, but highly coverts retained players.

Larger studios have deep pockets to sustain long payback periods and build brand loyalty- a key protection against the substitution effect. These games stay IAP only because they earn high LTVs, even if CPIs are high and ROAS takes 10 months to pay back. A few games in each casual subgenre stand out where hybrid games are the norm by marketing based on their lack of ads in-game (like Royal Match by Dream Games or Match Factory by Peak Games). This only works for 1-2 standout games, and studios employing this strategy must leap over high production cost bars with deep UA pockets.

Are you surprised that DAU and PU trends don’t always align outside seasonal events? What insights can we draw from this?

It’s important to consider Paying Users a lagging indicator of game health, because on average new DAU take about three days to convert with a very long tail across 60 days. Marketing campaigns and new liveops that increase installs or reactivations often lower the share of paying DAU because you’re diluting that pool- however we expect to see paying users rise over time in a healthy game.

Paying users so predictably increase that gamemakers more often use weekly active payers as a proxy for game health, because many payers only make a single purchase and their presence can mask economic stagnation.

Paying users should be more stable than DAU trends that largely contain game tourists who cruise and churn, because payers have already invested in progression.

DAU fluctuations not accompanied by retention or DAU/WAU changes are more likely caused by marketing changes like targeting lower spend geos who don’t convert to paying users at the same proportion as previous install cohorts.

Days where DAU upticks are prevalent may also represent game liveops that start by giving out more rewards to enable players to progress rapidly before pinching them towards the end to create conversion pressure. These “faucet” liveops generally bring DAU into the app to reap rewards while an increase in payers would come towards the end. Then liveops turn into a “sink” to capitalize on increased demand via IAP boosters, vanity content, and premium currency.

What overlooked factors should people consider when choosing the hybrid model?

Hybrid monetization done right is a true investment- one that’s easier for games employing flexible backends, power systems, and economies built to leverage a multi-pronged monetization strategy.

This is why many hybrid apps we see today are less than two years old, with the exception of some large publishers who made a big investment implementing hybrid monetization into their popular legacy apps or bet on hybrid from the start. I suspect that much of the 20% YoY increases of apps using hybrid are new entrants to the market. If your ARPDAU is below 50 cents, then you can add 5-10% net revenue by adding in vanity IAP to an IAA game or putting ad monetization into an IAP game without much risk of cannibalization.

But to really succeed at hybrid, such as a 70/30 or 40/60 split -without cannibalization- requires consideration of technical challenges serving segmentation, video ads, and mediation or design challenges with faster content and power progression. This is alongside investment in retraining or hiring product talent to deploy best practices in both monetization streams. You could even hire a direct sales team if you’ve built a recognizable brand.

Speaking of brands, if you are building a new game for IP holders, it’s important to know IP holders may not allow ad monetization next to their brand. That means those minimum guarantees and revenue share agreements are all the more expensive when you also lose the ability to add 20% net revenue from savvy ad monetization.

Which app categories stick to IAA or IAP only, and why? Do you think the cannibalization "threat" is here to stay?

Many monetization models can work across gaming genres because the heart of this question lies in how your audience likes to progress: by handing over their attention or their wallets? The important considerations are target audience, ROAS payback period, max LTV, and protections from an economic principle called the “Substitution Effect”. I explain using the substitution effect to balance ad load vs. IAP in your hybrid game in my most recent blog post here for our astute readers.

The name of the hybrid game is slightly less ad friction than other games your audience plays. Your target audience dictates how much ad monetization you earn before cannibalizing IAP spend or lowering retention, judged against available substitutes. As long as your rewarded ads are more valuable to players or ad friction is lower than available substitutes in that subgenre, then there is no advantage churning to another game.

Generally, incorporating IAA alongside IAP monetization will earn revenue quickly to reduce your ROAS payback period, but without payer segmentation it limits your overall LTV. On the flipside, IAA-only will give you one of the fastest ROAS payback periods if your CPI is low enough but your LTV will be severely capped. That’s why primarily hyper and hybridcasual apps use IAA: this value trade off on genre-wide low LTVs is positive against substitute games who use a similar strategy.

If available substitute games are largely IAP only and you can stomach long payback periods, then IAP only is best. It builds brand loyalty to pull in organics and no cannibalizing ads pulling down your high LTV. Some games in these genres incorporated hybrid successfully, but they also target a slightly more casual niche inside core. An example is Whiteout Survival by Century Games- an RTS game that presents as a hypercasual for the beginning of gameplay.

Some say ROAS is now a top focus for monetization managers, overtaking metrics like CPI. Yet, in your research, LTV and ARPDU still lead in interest. What’s your view on these shifting metric priorities?

ROAS is an important summary metric that tells you how quickly (if at all) you are earning back your money against your CPI. This lets you manage cash flow across a portfolio of games that have different payback periods, but it’s only the starting point as a bridge to LTV in judging your game as a complete investment.

This is why in my Hybrid Monetization 2024 report with Gamesforum Ltd showed both hybrid, IAA, and IAP gamemakers rated LTV as their highest priority metric to improve in the next 6 months, while planning against the orchestration of LTV, CPM, and CPI trends by geo across many different teams is their number one challenge for 2025.

Your cohorted LTV reveals not only the earning ceiling of your investment, but if you are growing that value over time across retentive cohorts and if you get granular this can be split by install source. ROAS is essential as a cost center metric to optimize your early player experience and keep marketing wheels turning, but your top profit center metric that showcases your game’s potential years into the future is always LTV. After D60, your target ROAS for that cohort is but a dream that could go up in smoke due to rising CPIs, a change in marketing creative, or targeting strategy- yet you still have this user cohort to improve upon that LTV as long as they remain engaged in-game.

Have you noticed differences in monetization strategies between smaller and larger studios across models?

Smaller studios are more daring to test winning monetization strategies from other genres to gain a ROAS advantage and steal market share. Small studios need faster ROAS paybacks, so they are more willing to incorporate ads through IAA only or hybrid models and then extend their LTV ceilings by offering IAP pay-for-power progression.

This gives them the best of both worlds with lower CPIs and larger D3 revenues, which is the cutoff period for most LTV prediction curves to filter back into marketing algorithms that unlock budget.

As outlined in Hybrid Monetization Trends, IAA only games have upgraded with a basic but LTV accretive IAP store that sell ad blockers such as No Ad 30 day subscriptions or rewarded video ad skips which give the same rewards without wasted time. I see mini games and in-game tutorials showcasing casual gameplay for the first few levels, so they earn high ROAS on hypercasual CPIs before dropping players into midcore gameplay that may churn players, but highly coverts retained players.

Larger studios have deep pockets to sustain long payback periods and build brand loyalty- a key protection against the substitution effect. These games stay IAP only because they earn high LTVs, even if CPIs are high and ROAS takes 10 months to pay back. A few games in each casual subgenre stand out where hybrid games are the norm by marketing based on their lack of ads in-game (like Royal Match by Dream Games or Match Factory by Peak Games). This only works for 1-2 standout games, and studios employing this strategy must leap over high production cost bars with deep UA pockets.

06 key takeaways
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Sync up your UA and monetization choices

Use ROAS and ARPU to fine-tune strategies, making sure your campaigns are aligned both before and after the install for the best results.

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Think hybrid for Mid-core on Android

With certain models showing better ROAS, a hybrid approach could be your winning formula on Android.

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Don’t assume a PU/DAU correlation

Instead, focus on identifying the specific behaviors that drive engagement (DAU) and those that drive conversion (PU)

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Use extra data to get the full picture

Combine these industry insights with your own data—like LTV and ROAS predictions—to make the best choices.

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Target Android payers in Mid-core

The iOS/Android gap narrows with ARPU, but ARPPU still lags. Focus on converting Android users into buyers.

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Ready to start making good data driven choices?