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NEWSLETTER #
4

AdMon Newsletter #4: When Ad Monetization Tests Don’t Go as Planned

In this month’s newsletter, we compiled a few examples of tests that we ran on the mediation and networks side of the ad monetization coin. The results may be surprising. Plus, operational updates, ad quality and more.
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Featured article

FEATURED ARTICLE
Božo Janković

Whether you are a junior, just getting into ad monetization, or you’re an experienced senior who thinks they’ve seen it all, the fact is - we all get surprised every now and then when making seemingly minor changes to our setup. If you’re lucky, a change that you didn’t expect much from could bring a nice, unexpected uplift, while in other cases, you might be in for an unpleasant surprise. 

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In this month’s newsletter, we compiled a few examples of tests that we ran on the mediation and networks side of the ad monetization coin. There’s more, of course, but we hand-picked these because they happened on more than one occasion, different apps, genres, ad formats, meditation platforms, ad networks, countries, etc. so they are by no means some weird outliers. 

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We’ll start from the one that questions the testing methodology itself.

1. How Meaningful are the Mediation Tests We Run?

Back in 2023, we decided to “test the test”, or to be more precise, the reliability of the testing suite that is offered to us by the mediation platforms we are using. To do this, we decided to run an “empty test”, meaning we would start an AB test with no changes in the experimental group. So:

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  • Group A (Control) - No changes performed
  • Group B (Experimental) - No changes performed

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The results we got back then were somewhat discouraging. The difference between the groups was up to 3.78%, which begs the question: If we perform some optimizations and the uplift is less than 4%, does it even make sense to interpret it as an improvement and consequently to promote the experimental setup to all users?

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It’s been more than two years, so we were hoping that the situation would improve. To test our hopes, we started a series of empty tests again. The tests were run on two mediation platforms that, according to our research from May 2025, hold close to 80% of the market - MAX by Applovin and LevelPlay by Unity.

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You might be amused (or not!) to find out that our hopes were shattered. You can see the results from a dozen different apps below (sorted in decreasing order, by app scale). We’d love to hear from you if you decide to run the test yourself! What kind of results did you get? 

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App Platform Difference
App 1-1.24%
App 2-0.24%
App 3-1.65%
App 4+5.52%
App 5-2.44%
App 6+6.88%
App 7+7.77%
App 8+4.05%
App 9-1.5%
App 10+7.8%
App 11-2.8%
App 12+8.42%

2. Can You Even Run a Banner Refresh Rate AB Test Reliably?

This one may be the most problematic one we have in our books. Banners can be a significant source of revenue, especially in hyper-casual games. It’s one of the best practices to test your refresh rate and in the past year, many publishers have replaced the 10-second refresh rate with an even shorter one - 5 seconds. We also tested this strategy and though sometimes it gave good results,  sometimes the only outcome was a headache from the results we got.

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Take a look at this one. The control group was set to 10 seconds refresh rate. The experimental group is set to 5 seconds. When we were concluding the test, we were thrilled with the results: a massive, +38.9% increase in ARPDAU. We happily promote the 5-second setup to all users. 

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And we lived happily ever after? Not. After promoting the test group to all users, the performance is not nearly where it should be and we soon realize that the actual uplift (comparing the performance before the test and the performance after the test) is only +8% (quite a difference!).  Digging into this further, we learned that, for some reason, performance in the control group decreased, inflating the increased result that the mediation was reporting, due to the lower baseline it was measuring the control group against. Again, we had this kind of result happen more than a few times so now, when we have an opportunity, we run a Firebase (instead of a mediation) test or we simply take a chance and measure the results before vs. after.

‍3. How Can a Bidder Decrease Your Ad ARPDAU?

Switching from waterfalls to bidding has resolved all headaches for every Ad Monetization Manager out here. There’s no more manual optimization, our eCPM and ad ARPDAU are through the roof, and it’s never been easier to run UA, because LTV has gone up so much. And who needs control over their own inventory, right? 

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Well, this probably sums up well the gaslighting narrative, ad networks, and the mediators alike have been preaching for the past few years. 

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We do want to acknowledge the fact that there’s far less manual work nowadays on the ad-serving part of the business, but this came with (almost) all control being taken away from the publishers. Bidding was supposed to bring efficiency and remove latency. The auction should run under the following assumptions:

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  • It runs at the same time for all ad networks, so no matter whether you have 5 or 10 ad networks, there shouldn’t be any difference when it comes to latency.
  • The auction is fair, and the bidder that responded with the highest bid will always serve the ad, unless there was a technical aspect that prevented the winner from serving the ad. And if you’re working with a market-leading mediation, that should rather be an exception, right?

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So, having these two assumptions in mind, we are always surprised to see negative results of an AB test of adding a new bidding network to our setup. Bidders shouldn’t add latency, they should win only if they had the highest bid and the general logic is that they should improve the competition. So how come that our eCPMs go down in the test group?

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In particular, we’ve had numerous negative results where the new bidder was generating a significant share of revenue and impressions (>5%) but somehow the test group (containing the new bidder) would have worse results (lower ad ARPDAU) than the control group. Here are a few examples of those tests:

App Platform Ad Format Network Tested Result
App 1iOSRewarded videoMintegral-3.50%
App 1AndroidInterstitialMintegral-6.20%
App 1AndroidInterstitialInMobi-4.60%
App 2iOSRewarded videoMintegral-3.30%
App 2AndroidRewarded videoMintegral-1.20%
App 2 – RetestiOSRewarded videoMintegral-4.70%
App 3AndroidRewarded videoMintegral-4.90%
App 3AndroidInterstitialMintegral-2.50%
App 3AndroidRewarded videoBidmachine-1.10%
App 4iOSRewarded videoInMobi-4.50%
App 4AndroidRewarded videoMintegral-1.90%
App 4iOSRewarded videoMintegral-4.80%
App 4iOSInterstitialMintegral-2.70%
App 5iOSRewarded videoBidmachine-3.80%
App 5iOSRewarded videoInMobi-0.80%
App 5AndroidRewarded videoInMobi-0.01%

Looking into the results further, we always see that the eCPM in the test group is lower than in the control, which led to the ad ARPDAU decrease in the first place. 

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We’ve brought up this question multiple times to various mediation and network representatives, and we've never really gotten a reply that made sense to us. If you, our dear reader, have one to offer, please feel free to let us know your hypotheses.

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4. How Can a Network That Doesn’t Work Be So Important for Competitiveness?

It’s no secret that Meta Audience Network’s performance deteriorated after Apple depreciated IDFA. For example, Meta’s median share of wallet across the portfolio of GameBiz publishers is 1.4%, average 2.6% and it ranges from 0.23% to 6.9% (the higher share of wallet usually in environments with less competition).

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When the share of wallet is too low (say, below 1%), it’s not uncommon for us to AB test removing the network, since it’s not bringing much benefit anyway. However, with Meta specifically, we’ve seen more than one time, that removing it, brings a disproportionate negative impact on ad ARPDAU in the test group. It’s almost as if the sole existence of Meta in the auction has a positive impact on the rest of the bidders.

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This was true not only for Meta as a bidder, but also for instances of some other ad networks. Even though in large part, waterfall instances are a thing of the past, you still may be using them, especially in banner waterfalls, using AdMob or GAM instances, Applovin on LevelPlay, COPPA traffic via AdMob mediation, etc. 

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In case you decide to remove low performing instances via test, you might be in for a surprise. Here are only a couple of examples from our archive.

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In this first example, we are looking at an iOS app, Interstitial waterfall in the United States. In total, we removed 5 out of 47 instances, with a total share of wallet of 0.69%. This somehow lead to a decrease in ad ARPDAU of -10.7%.

No. Network Fill Rate eCPM Share of Wallet No. Network Fill Rate eCPM Share of Wallet
1IronSource0.31%$104.60.99%24Google Bidding97.27%$16.55.86%
2IronSource0.06%$98.00.20%25Chartboost0.24%$16.00.09%
3Google Ad Manager0.47%$78.21.20%26DT Exchange1.20%$16.00.17%
4IronSource0.21%$71.40.49%27AdMob0.51%$15.70.20%
5IronSource0.18%$60.50.34%28AdMob0.84%$14.50.30%
6Chartboost0.10%$60.00.19%29IronSource0.55%$14.40.34%
7Mintegral Bidding99.86%$56.08.37%30AdMob0.52%$14.00.17%
8DT Exchange0.29%$53.60.37%31Chartboost0.36%$13.10.11%
9Google Ad Manager1.05%$48.51.68%32DT Exchange1.42%$11.00.34%
10DT Exchange0.13%$41.00.14%33Chartboost1.38%$10.90.31%
11AppLovin Bidding99.71%$30.153.39%34IronSource0.91%$10.90.21%
12DT Exchange0.23%$30.00.21%35BidMachine Bidding96.64%$10.82.28%
13AdMob0.39%$30.00.36%36AppLovin Exchange99.59%$10.60.73%
14IronSource0.58%$28.90.49%37Liftoff Monetize Bidding92.30%$9.90.68%
15DT Exchange0.29%$26.00.21%38AdMob2.99%$9.60.53%
16Google Ad Manager0.43%$22.60.30%39InMobi Bidding97.17%$8.90.27%
17IronSource0.43%$21.90.27%40DT Exchange1.44%$8.92.00%
18Unity Bidding99.46%$20.02.48%41Chartboost2.50%$7.50.25%
19Meta Bidding29.85%$20.04.46%42IronSource2.21%$7.40.24%
20DT Exchange0.28%$19.80.44%43DT Exchange4.38%$6.90.56%
21AdMob0.85%$19.40.43%44Chartboost3.43%$6.40.32%
22IronSource0.47%$17.90.24%45IronSource3.72%$6.30.19%
23Chartboost1.46%$17.00.84%46Chartboost1.94%$5.00.18%
47Chartboost9.96%$3.00.10%

One more. iOS app, banner waterfall in the United States. Removing a single instance which had 1.6% share of wallet (out of 14) resulted in -5.6% decrease in ARPDAU.

No. Network Fill Rate eCPM Share of Wallet
1Chartboost0.42%$0.401.56%
2Meta Bidding1.04%$0.320.26%
3Amazon Publisher Service99.66%$0.284.09%
4Chartboost1.24%$0.252.76%
5AppLovin Bidding98.97%$0.2015.90%
6Chartboost1.37%$0.151.57%
7Unity Bidding44.94%$0.154.85%
8Liftoff Monetize Bidding72.41%$0.1210.63%
9Google Bidding12.16%$0.126.93%
10AppLovin Exchange75.10%$0.129.58%
11DT Exchange Bidding53.69%$0.106.13%
12BidMachine Bidding38.05%$0.097.48%
13InMobi Bidding70.13%$0.0713.31%
14Mintegral Bidding96.63%$0.0614.95%

5. How Can a Waterfall Instance That Doesn’t Exist Generate Impressions?

I’m sure we’ve all been there. Working with dozens or hundreds of instances during a single day used to be part of our everyday work. Even now, where most of the revenue is coming from bidders, if you have a lot of banner traffic and you are using Google AdManager (GAM) partners, you might have days where you are working with a lot of instances and IDs that you need to connect correctly in your mediation stack. And mistakes happen, right? Just one letter or a number and the instance ID won’t be correct. 

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The surprising part is when you notice that mistake and realize that the instance has generated hundreds of thousands of impressions. Neither mediation nor GAM network were able to explain how this is possible. What was particularly troubling was that, when we decided to test what would happen if we completely made up the GAM placement ID (and confirmed with GAM partner this placement doesn’t exist in their system), mediation was still reporting impressions. This meant that mediation was not assigning the ad opportunity to a network that would actually be able to serve the ad and hence, we had an opportunity cost at hand. 

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To this date, neither the mediator nor the GAM network in question were able to explain this phenomenon.

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What did you think about the experiments we ran above? Did any of these surprise you? Have you had similar experiences in your games? Any other mediation and network experiments that you ran that left you feeling confused? We’d love to hear from you!

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Operational updates

OPERATIONAL UPDATES

1. Google Play - 16KB Page Size Requirement

Starting November 1st, 2025, Google Play will require all new apps and app updates targeting Android 15+ to support 16KB page sizes. This change primarily affects apps using native code libraries (NDK), as these need to be recompiled for compatibility with new high-RAM Android devices.

Our audit shows most major ad networks are ready or nearing completion. Pure Java/Kotlin SDKs like Meta Audience Network, Mintegral, and Yandex are already compliant since they don't use native components. Networks such as Unity, Pangle (v7.1.0+), BidMachine (v1.0+, with v3.1.0+ recommended), HyprMX (v6.4.3+), and Ogury (SDK 6.x+) have confirmed compatibility, while some including AppLovin and Verve are still developing solutions.

Publishers should update to compatible SDK versions where specified and test their apps using Google's APK Analyzer tool. The requirement is designed to optimize app performance on newer devices with larger memory configurations, offering benefits like 3–30% faster app launches and improved battery efficiency.

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2. Google – Expanded Digital Protections for Under-18 Users

Google has started using machine learning to estimate the age of signed-in users in the U.S. When a user is flagged as likely under 18, additional ad safeguards will apply:

  • Ad personalization disabled
  • Sensitive creative categories blocked

These changes apply to Google Publisher Products (Ad Manager, AdSense, and AdMob). No action is required from developers at this time.

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3. Google AdMob – EU Political Ads Restrictions (September 2025)

Beginning September 2025, Google AdMob will enforce restrictions on political advertising in the EU under Regulation 2024/900. Ads from or on behalf of political actors, or those designed to influence elections or referendums, will be prohibited.

Only official communications from EU or Member State authorities informing the public about the organization and modalities of elections/referendums will be permitted.

From mid-August 2025, advertisers will be required to self-declare whether they intend to run political ads. Restrictions will apply automatically once the policy launches.

4. Google AdMob – Sensitive Categories Update (September 30, 2025)

The sensitive category “Significant Skin Exposure” will be deprecated in AdMob Blocking Controls as of September 30, 2025. Instead, publishers can use more precise categories to block unwanted creatives:

  • “Reference to Sex,” “Sexual & Reproductive Health,” and “Dating” under Sensitive Categories
  • “Swimwear” and “Underwear” under Apparel Subcategories

This change aims to provide publishers with more accurate brand safety controls.

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5. Update to the latest LevelPlay Ad Unit APIs

With the upcoming release of SDK 9.0.0, you’ll need to use the latest LevelPlay Ad Unit APIs to continue serving ads after upgrading to this SDK version. Migrate now so you're ready when SDK 9.0.0 is released. Get the API documentation: Rewarded | Interstitial | Banner/MREC

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6. BidMachine SDK 3.4 – Released August 7, 2025

BidMachine has released SDK 3.4 for Android and iOS, delivering performance improvements and enhanced ad verification capabilities:

  • 15% smaller SDK size → reduced app bundle size and faster initialization
  • Placement ID for HVA Segmentation (Private Alpha) → improved targeting of high-value user segments
  • Enhanced AdMob & Watermark Integration (Private Alpha) → advanced ad verification and fraud detection capabilities

Ad Quality

AD QUALITY

1. AppLovin’s ad template update - prepare to get buried in user complaints

Have you already noticed user complaints coming your way stating that they are being automatically redirected to the Google Play Store? If not, you’re lucky, but not for long. 

AppLovin has updated the way its rewarded video and interstitial ads behave on Android. From now on, when a user taps the skip button, similar to Apple’s StoreKit pop-ups on iOS, an inline overlay with the Google Play Store will appear. 

We already have Apple’s StoreKit pop-ups for a while now, and they aren’t too critical, so why should this minor change be? Because it will, in most cases, send users directly to the Google Play Store and they will have a very hard time coming back to the game afterwards. Here is the exact flow, possible scenarios and all issues this overlay can cause. 

What should happen in theory:

  1. Video ad plays
  2. User gets to the point to skip to the next part of it - in this case, to get the Google Play overlay
  3. Google Play overlay shows, covering ~ 3/4 of the screen. It has a clearly visible “X” button in the upper right corner and when the user clicks on it, the overlay will close.
  4. Ad continues to the next part or ends here.

What could possibly go wrong? Easy-peasy, right?

  1. What actually happens
    1. Video ad plays.
    2. User gets to the point to skip to the next part of it - in this case, the Google Play overlay. But there is one very interesting detail: the button for doing this is labeled “>> Google Play”. Nothing suspicious here, let’s move on. 👀
    3. Option 1 - Google Play overlay shows, covering ~ 3/4 of the screen. It has a clearly visible “X” button in the upper right corner and when the user clicks on it, the overlay will close. If this happens, congratulations! You’ve been the chosen one! 🏅
    4. Option 2 - We’re still talking about the lucky ones, but in these rare situations Google Play overlay will show covering the full screen. Everything else is the same as in option 1.
    5. Option 3 - The one with the highest chance of popping up in your game (seen in more than 30 ads we’ve encountered)! Google Play overlay doesn’t show. Instead, users get auto-redirected to the Google Play Store. If they click on the “X” button in the upper right corner, they will get to the Google Play Store homescreen. The only way we’ve managed to get back to the game, well, to the ad, to be precise, and to be able to close that ad and continue playing the game where we left off was using the phone’s back button (also known as navigation bar back button or system back button). 
    6. Exception - It happened a few times that we didn’t click on the “>> Google Play” button right away, and the ad just continued to the next stage on its own. We tried to test it out further but in most cases, the ad wouldn’t continue unless we clicked on the “>> Google Play” button, no matter how long we waited.
  1. Impact on users
    1. In most of the games, all users are being redirected to the Google Play Store.
    2. They will instinctively try to exit by clicking on the “X” buttons, which will not bring them back to the game. When that doesn’t work, they will kill the game and have to re-enter.
    3. If this unfortunate event happened while they were trying to watch a rewarded video ad, when they restart the game, they probably won’t see that reward since the ad itself wasn’t really completed. However, it will be marked as started (so 1 ad lost from their daily cap).
    4. If they do manage to come back from the Google Play Store and complete the ad, they will get their reward, but they won’t be less frustrated from the experience.
    5. Last but not least, these redirects to the Google Play Store can lead to ANRs and crashes that are another level of bad UX, and additionally, would also deprive users of their reward. 

This change applies to all three of Applovin’s ad UX templates that publishers can choose from, but the inline overlay itself is always on and cannot be disabled. The explanation is that this is fully controlled by Google and based on the app and/or campaigns, they will show a Google Play Store overlay on 3/4 of the screen, full screen, or redirect the user to the Google Play Store. One thing we know for sure is that all users playing games that are downloaded over alternative app stores (or as an apk, even when you download your app for testing) will be redirected to the Google Play Store. What we’ve seen playing games for our research, users playing games in landscape mode were also always redirected to the Google Play Store.

This feature is also being used by Google itself and UnityAds, however, it seems that the Applovin ads are the only ones with this many redirects, causing user frustration. See it for yourself and let us know your thoughts!

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2. Unity releases AdQuality standalone SDK available to all publishers for free!

Unity announced that its AdQuality tool is now available to all publishers (regardless of the mediation solution they are using) for free! The only requirement is the integration of their new AdQuality SDK. Read more about this decision and the best ways to use this tool in our exclusive interview with Unity’s Felix Thé, SVP of Product.

As a reminder, if publishers are already using LevelPlay or ironSource ads SDKs, they will have AdQuality available within ironSource SDK 8.9.0+. 

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As always, here you can find the spreadsheet with ads we’ve blocked so far and all details you need in case you want to block them as well.

Access The Ad Quality Spreadsheet
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Rovio
Advertising Monetisation Specialist
Helsinki/Stockholm
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Did you know?

DID YOU KNOW?

Rewarded video ads are the most popular ad format among game developers, used by over 80% of them, and for good reason. They’re opt-in, non-intrusive, and can boost revenue by up to 40% while improving player retention.

When implemented well, they deliver a triple win: players receive free rewards, advertisers see higher CTRs, and developers unlock high eCPMs, reaching $25+ in some regions.

Want to know what rewards work best, how to avoid IAP cannibalization, and which networks pay the most?

Read our full guide to rewarded video ads →

Upcoming events

UPCOMING INDUSTRY EVENTS
October
7
PG Connects Helsinki
Helsinki, FI
PG Connects Helsinki is a prime spot for Ad Monetization Managers to connect with studios, networks, and platforms shaping the future of monetized play. Expect hands-on insights, deal-making opportunities, and dedicated tracks on monetization, UA, and AI.
Explore the event
October
22
Gamesforum San Francisco
San Francisco, USA
Gamesforum San Francisco is a must-attend for Ad Monetization Managers looking to level up. Dive into sessions on hybrid monetization, revenue diversification, avoiding cannibalization, and scaling personalization, backed by real-world case studies from top-grossing games.
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