t1k:marketing:iaa:frequency-capping
| Field | Value |
|---|---|
| Module | iaa |
| Version | 0.3.4 |
| Effort | medium |
| Tools | — |
How to invoke
Section titled “How to invoke”/t1k:marketing:iaa:frequency-cappingFrequency Capping
Section titled “Frequency Capping”Frequency Capping helps monetization PMs set ad exposure limits that maximize revenue without driving player churn. Over-serving ads is the fastest way to destroy early-session retention (D1/D7) — under-serving leaves money on the table. This skill covers per-user, per-session, and per-format cap design, fatigue curve modeling, and the methodology for finding the revenue-maximizing cap via A/B testing.
When to Use
Section titled “When to Use”- Setting frequency caps for a game launch when no prior data is available
- Running a frequency-cap A/B test to find the revenue-retention Pareto frontier
- Investigating a churn spike that correlates with a recent ad-config change
Purpose
Section titled “Purpose”This skill resolves the frequency cap decision across all ad formats (interstitial, rewarded, banner, offerwall) for a given game and player segment. It is used by monetization PMs and live-ops analysts. It supports decisions about per-session interstitial caps, rewarded video daily limits, and how to configure session-level vs. lifetime caps in the mediation SDK. It does NOT cover which networks to use or waterfall configuration — those belong to mediation-waterfall-strategy.
Status
Section titled “Status”Stub — deepen iteratively via /t1k:sync-back as real usage drives priority. Priority sources for when deepening: brainstorm fatigue curve models, genre-specific cap benchmarks from industry data.
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