t1k:marketing:iaa:banner-strategy
| Field | Value |
|---|---|
| Module | iaa |
| Version | 0.3.4 |
| Effort | medium |
| Tools | — |
How to invoke
Section titled “How to invoke”/t1k:marketing:iaa:banner-strategyBanner Strategy
Section titled “Banner Strategy”Banner Strategy helps monetization PMs decide whether to include persistent banner ads, which banner type to use (anchored vs adaptive), and how to configure refresh rates to maximize ARPDAU without degrading UX or retention. Banners are the lowest eCPM format but generate passive revenue during gameplay — their cost/benefit depends heavily on game genre, session length, and UI layout. This skill covers the inclusion decision, banner sizing, refresh cadence, and placement positioning.
When to Use
Section titled “When to Use”- Deciding whether to add a bottom-of-screen banner to a word puzzle or idle game
- Choosing between standard anchored banners and adaptive banners for a new game
- Diagnosing why banner revenue dropped after a UI layout change or SDK update
Purpose
Section titled “Purpose”This skill resolves the banner inclusion decision and configuration for a given game. It is used by monetization PMs and live-ops leads. It supports decisions about whether banners help or hurt session length, which banner size and placement maximizes viewability, and what refresh rate optimizes eCPM. It does NOT cover mediation network waterfall config or interstitial/rewarded placement — those belong to their respective sibling skills.
Status
Section titled “Status”Stub — deepen iteratively via /t1k:sync-back as real usage drives priority. Priority sources for when deepening: brainstorm anchored vs adaptive benchmark data, genre retention impact analysis.
References
Section titled “References”- See brainstorm: theonekit-core/plans/reports/sales-modules-brainstorm-260527-1625.md
- Sibling module:
monetization(per-network SDK setup) —iaacovers cross-network FORMAT and PLACEMENT strategy