<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>
	Comments on: New Kongregate Study: Offer Walls Can Provide Significant In-Game Revenue	</title>
	<atom:link href="https://adscendmedia.com/blog/new-kongregate-study-offer-walls-can-provide-significant-game-revenue/feed/" rel="self" type="application/rss+xml" />
	<link>https://adscendmedia.com/blog/new-kongregate-study-offer-walls-can-provide-significant-game-revenue/</link>
	<description>Unlocking Insights: Offerwalls and Rewarded Ads</description>
	<lastBuildDate>Wed, 22 Nov 2017 14:21:39 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.5.5</generator>
	<item>
		<title>
		By: 9 Reasons Why Users Hate Your In-App Ads (and how to improve them) - Appsee Blog		</title>
		<link>https://adscendmedia.com/blog/new-kongregate-study-offer-walls-can-provide-significant-game-revenue/#comment-5512</link>

		<dc:creator><![CDATA[9 Reasons Why Users Hate Your In-App Ads (and how to improve them) - Appsee Blog]]></dc:creator>
		<pubDate>Wed, 22 Nov 2017 14:21:39 +0000</pubDate>
		<guid isPermaLink="false">http://adscendblog.com/?p=3416#comment-5512</guid>

					<description><![CDATA[[&#8230;] By giving your users the choice on when to interact with ads, you have already moved past most of traditional in-app pitfalls listed above. Rewarding ad units have also proven to be quite effective, as we have seen US eCPMs as high as $90 and big retention boosts for devs using our Offer Wall. Additionally, by removing price as a factor in making in-app purchases, you are able to monetize the majority of your users who will never make an in-app purchases (which only 5% of users actually do) and actually whet their appetite for more IAPs. [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] By giving your users the choice on when to interact with ads, you have already moved past most of traditional in-app pitfalls listed above. Rewarding ad units have also proven to be quite effective, as we have seen US eCPMs as high as $90 and big retention boosts for devs using our Offer Wall. Additionally, by removing price as a factor in making in-app purchases, you are able to monetize the majority of your users who will never make an in-app purchases (which only 5% of users actually do) and actually whet their appetite for more IAPs. [&#8230;]</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: 9 Reasons Why Users Hate Your In-App Ads (and how to improve them)		</title>
		<link>https://adscendmedia.com/blog/new-kongregate-study-offer-walls-can-provide-significant-game-revenue/#comment-94</link>

		<dc:creator><![CDATA[9 Reasons Why Users Hate Your In-App Ads (and how to improve them)]]></dc:creator>
		<pubDate>Thu, 14 Jul 2016 15:20:29 +0000</pubDate>
		<guid isPermaLink="false">http://adscendblog.com/?p=3416#comment-94</guid>

					<description><![CDATA[[&#8230;] By giving your users the choice on when to interact with ads, you have already moved past most of traditional in-app pitfalls listed above. Rewarding ad units have also proven to be quite effective, as we have seen US eCPMs as high as $90 and big retention boosts for devs using our Offer Wall. Additionally, by removing price as a factor in making in-app purchases, you are able to monetize the majority of your users who will never make an in-app purchases (which only 5% of users actually do) and actually whet their appetite for more IAPs. [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] By giving your users the choice on when to interact with ads, you have already moved past most of traditional in-app pitfalls listed above. Rewarding ad units have also proven to be quite effective, as we have seen US eCPMs as high as $90 and big retention boosts for devs using our Offer Wall. Additionally, by removing price as a factor in making in-app purchases, you are able to monetize the majority of your users who will never make an in-app purchases (which only 5% of users actually do) and actually whet their appetite for more IAPs. [&#8230;]</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Does anyone monetize their apps with incentivized rewards (Tapjoy etc)		</title>
		<link>https://adscendmedia.com/blog/new-kongregate-study-offer-walls-can-provide-significant-game-revenue/#comment-93</link>

		<dc:creator><![CDATA[Does anyone monetize their apps with incentivized rewards (Tapjoy etc)]]></dc:creator>
		<pubDate>Fri, 01 Jul 2016 19:33:24 +0000</pubDate>
		<guid isPermaLink="false">http://adscendblog.com/?p=3416#comment-93</guid>

					<description><![CDATA[[&#8230;] to see a case study from Kongregate on our blog about how amazing offer walls are?  Check it out: New Kongregate Study: Offer Walls Can Provide Significant In-Game Revenue - Adscend Media Blog  PS I think you will add much more to your ARPU than a cent.   I would check out our company [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] to see a case study from Kongregate on our blog about how amazing offer walls are?  Check it out: New Kongregate Study: Offer Walls Can Provide Significant In-Game Revenue &#8211; Adscend Media Blog  PS I think you will add much more to your ARPU than a cent.   I would check out our company [&#8230;]</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
