How your monetisation model should change your entire UA approach
This is the part most guides skip—and where the real money is.
IAP-first games
You’re optimising for a small number of high-value users.
Typically, only ~2–5% of players make purchases, and an even smaller subset drives the majority of revenue.
Your UA job is to find more of them.
That means:
- deeper post-install signals
- longer evaluation windows (Day 30+)
- patience
Cutting campaigns at Day 3 because early ROAS looks weak is one of the most expensive mistakes in IAP UA. Your best users often don’t convert immediately.
IAA-first games
You need volume.
Revenue per user is lower, so your CPI ceiling is tighter. You win on:
- scale
- retention
- session frequency
And one thing becomes critical:
Creative accuracy.
If users don’t get what they were promised, retention drops — and so does revenue per install. The feedback loop is fast and unforgiving.
Hybrid games
This is where most UA teams struggle—because you’re managing two monetisation systems at once.
If you optimise purely for IAP: → you undervalue ad-driven users
If you optimise for installs: → you dilute your high-value audience
The right metric is Total LTV.
IAP revenue + ad revenue, combined at the user level.
Most teams don’t measure this cleanly—which is exactly why the ones who do pull ahead.