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Re:Evolving App Store Business Models by unabst on Tuesday September 06, 2016 @02:53AM (#12434057)
The key is to offer something in exchange for the ad view. Like in Sim City and Abyssrium, they actually give you something. When it becomes a choice, it becomes a willful transaction, and not only do users willingly and repeatedly watch ads for you, they don't mind it.

Unlike streaming content, in a game it's easy to reward the player. In fact, it's much easier than making the player pay for the game upfront, or pay for the reward.

Re:Evolving App Store Business Models by doublerebel on Tuesday September 06, 2016 @03:54AM (#12434287)
Can you describe this in more detail? I haven't seen this technique.
Re:Evolving App Store Business Models by JaumeGreen on Tuesday September 06, 2016 @04:56AM (#12434494)
Concrete example.

In Tap my Katamari you only see ads when you choose to. You can watch an add to double the money accumulated when you where away. From time to time the king will come with gifts, cash or candy, but ocassionaly the reward will be "watch an add for plenty of candy" or "watch an add to get money/tap for N seconds".

This makes the person playing interested in watching the add, well, playing it at least while doing other things.

Re:Evolving App Store Business Models by oatmale on Tuesday September 06, 2016 @04:35AM (#12434428)
From a game dev perspective one example of this would be displaying an occasional opportunity for the player to opt in to see an ad in exchange for an in-game currency, additional player skins, or other type of reward depending on the game.