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NEWSLETTER #
8

AdMon Newsletter #8: Meta is Back on iOS

Meta Audience Network's iOS revenue has increased dramatically, driven by new ad formats for rewarded video and interstitials. We break down the numbers, the impact on other networks, and what it means for your monetization stack.
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Featured article

FEATURED ARTICLE
Božo Janković

Ever since IDFA depreciation back in spring 2021, Meta Audience Network’s performance on iOS has been negligible. Their share of overall ad revenue would often be below 1% and in "exceptional" cases it would reach 3% - 5%.

Last week, we were the first ones to share that Meta Audience Network’s revenue is on a dramatic incline. In today’s newsletter, we reveal all the details. Bear in mind that it is still SUPER early, so we will have to wait for several weeks to see if the numbers we see now are here to stay or on which levels they stabilize. 

1. What happened?

On the 27th January 2026, Meta Audience Network’s revenue started raising. On the 28th and 29th January, their revenue was up several times over. 

The growth happened on iOS only and rewarded video and interstitial ads only. Banner's performance was unaffected. This is exactly the data we analyzed below.

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2. How did Meta’s performance change?

We collected data across 10 most representative apps in our portfolio (9 games from various genres and 1 non-gaming app). In the table below you can see comparison before (1st - 26th January 2026) and in the first couple of days after the change for Meta Audience Network (28th - 29th January 2026).

  • Share of total ad revenue (went up between 3.5x and 15x, on average 7.8x)
  • Revenue rank (went up the list by 3 to 9 positions, on average 6.5 positions, and reaching as high as #2)
  • eCPM (increase from +36.3% to +295.1%, on average +125%)
Share of Revenue, Rank & eCPM – Before vs After
App Share of Total Ad Revenue Rank eCPM
Before After Before After Before After
App 11.49%15.52%92$35.11$92.33
App 21.69%11.33%82$29.93$55.43
App 30.88%6.65%23$14.33$26.91
App 40.91%7.45%113$8.25$18.37
App 51.7%18.72%92$23.70$93.65
App 60.45%4.94%94$37.97$70.53
App 71.39%8.70%93$17.45$25.50
App 82.99%13.72%72$23.66$50.59
App 95.14%20.52%63$9.09$25.57
App 103.10%10.78%123$12.52$17.06

3. Did the overall performance change?

Sadly, not for now. Out of the 10 apps we saw in the previous point, only one saw an increase in overall eCPM. That’s App 5, which also saw the highest increase in eCPM (+295%) so it makes sense that this increase spills over onto the overall performance. You can see below how overall eCPM (so all networks combined) looks for this app.

4. How were other networks affected by Meta’s growth?

Beside obvious shifts in ranking, there has also been a redistribution of revenue among ad networks. Both Applovin and UnityAds have generated lower % of overall revenue in the days of Meta’s increase. 

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5. Did Meta’s growth come from non-IDFA users?

Absolutely not. Despite inaccurate and factually untrue information that one could come across online these days, the fact is that non-IDFA users and impression opportunities have nothing to do with the growth we’ve seen. To demonstrate this, let’s take a look at one example (though we’ve verified this across dozens of games).

  • Share of total Meta iOS revenue before the growth that came from non-IDFA traffic was 4.51%. In the growth period, that number is almost identical (4.45%).
  • Revenue from IDFA-traffic in the case of this particular game was 16.8x (growth period vs baseline). We see almost exactly the same growth on non-IDFA traffic: 16.6x
  • 95.6% of additional revenue came from IDFA traffic
  • Just look at the graph below - almost all revenue is generated by IDFA-traffic

Although Meta might be working on building its non-IDFA revenue we can positively say that what we are witnessing now is not that. 

6. So where did the growth actually come from?

At first, it wasn’t really clear where the growth was coming from. In July 2025. Meta announced they are bringing back the Advanced Mobile Measurement program (Eric Seufert estimates the impact of this in his article) and as reported by adexchanger, they also updated Andromeda in December 2025.

And though these changes may have their role in Meta’s success on iOS, they are not what’s driven the growth in this particular case. Instead, it seems that Meta has launched new designs for rewarded video and interstitial ads on iOS. Apparently, these designs were already launched on Android in 2025. At the time of writing, no details about what these changes exactly are are available.

At the time of writing, no details about what these changes exactly are are officially available. We wrap up this section by sharing here and here how a couple of Meta ads we got look like right now. One of them shows one ad from one advertiser, while the other has two advertisers showing two creatives one after another, within one ad.

7. What is Meta saying?

Nothing. 🤐 Meta refuses to make any comments for the time being. 

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8. How does the data look after this initial explosion?

After the initial growth, which was massive, Meta’s performance started going down. However, what we can see (for now) is that their performance didn’t go back to the previous level. Not even closely. 

Below, you can see the revenue coming from Meta, on iOS, rewarded video and interstitial ads for the same 10 apps that we analyzed above. 

If we (again) compare the period before (1st - 26th January 2026) with the period after (excluding the first couple of days - so 30th January - 02nd February 2026 is the “new” after period), we see that the growth is still there, it’s just not as big as it initially was. To be more precise, the growth is between +38% and +460%, an +183% on average. See more details per app below.

  • App 1: 198.01%
  • App 2: 91.01%
  • App 3: 202.83%
  • App 4: 217.99%
  • App 5: 459.78%
  • App 6: 172.32%
  • App 7: 187.41%
  • App 8: 88.23%
  • App 9: 37.44%
  • App 10: 163.19%

9. What should you do if you are not using Meta Audience Network on iOS?

Our advice is to integrate their SDK adapter and conduct an AB test, measuring the ad ARPDAU uplift you can get by adding them. Additional metrics to pay attention to include eCPM, share of revenue and share of impressions coming from Meta, but also how they influence other ad networks. Bear in mind that Meta still has one of the friendliest ad templates in the market so even if you’re not making a great deal of additional revenue by adding them, the benefit of having more ads that are user friendly should have some weight in your decision.

10. In summary…

  • Meta significantly improved its performance on iOS, rewarded video and interstitial ads. Banner performance hasn’t changed.
  • In the initial couple of days, the growth in share of revenue was x3.5 and x15 with eCPM growing on average by +125%
  • After the initial boom, the performance went down, but not to the previous levels. Meta’s share of revenue is currently +38% to +460% higher across the portfolio of GameBiz clients.
  • If you are not using Meta at the moment, you should definitely test it.
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Operational updates

OPERATIONAL UPDATES

1. Meta Audience Network SDK 6.21.0 recommended update

Even though Meta’s SDK 6.21.0 is out since the end of October 2025, there may be some of you who haven’t updated yet. Meta promises further improvements in UX and performance to those who use this latest version. 

2. Pangle Expands Demand in the United States

Pangle has started to expand demand in the U.S. market, after years of waiting. While the United States are not officially listed in Pangle’s documentation, Pangle is certainly delivering impressions there. As expected, the initial numbers are small but worth keeping an eye on.

3. Google Mobile Ads Next-Gen SDK for Android – Open Beta

Google has launched the Google Mobile Ads (GMA) Next-Gen SDK for Android in Open Beta on January 29, 2026. The new SDK is a major rewrite focused on faster ad delivery, improved stability, and a smaller SDK footprint, while maintaining full support for existing Google ad formats. By reducing ad request latency and improving app performance, the Next-Gen SDK can help publishers improve fill rate, user experience, and monetization performance, particularly for banner ads.

Key improvements include up to 27% faster banner ad latency, up to 17% smaller SDK size, and improved stability through background initialization. Early beta publishers have also reported increases in ARPDAU, ARPU, and fill rate, alongside significant reductions in ANRs.

The SDK is scheduled for General Availability in July 2026. Publishers can get started during the beta phase via the AdMob or Google Ad Manager developer documentation.

4. Unity LevelPlay SDK 9.3.0 – Rewarded Ads API & Performance Improvements

Unity has released LevelPlay SDK version 9.3.0 for Android and iOS on January 20, 2026. This update introduces a new rewarded ads API that allows publishers to retrieve reward details, such as value and type, before the ad loads or is shown. This enables clearer and more accurate reward messaging in the user interface, for example on “Get Reward” buttons, and improves the overall user experience.

The release also includes enhanced fallback logic to improve fill rate, updates the Android SDK to meet the latest Google Play requirements, and delivers multiple bug fixes and performance improvements, including a reduced SDK footprint. Publishers upgrading from older Unity package versions should follow the official migration guidelines to ensure a smooth upgrade.

5. Digital Turbine DTX – Optional Data Signals for Improved Monetization

Digital Turbine has announced an update to its ad exchange (DTX) that introduces support for additional optional data signals that publishers can choose to enable to improve ad monetization performance.

If enabled, these optional data signals may include user contact details, demographic information, in-app transaction data, app event data, and selected third-party identifiers. Making these signals available allows Digital Turbine to better optimize demand and improve monetization outcomes within the existing framework.

With this update, DT Exchange joins InMobi and Liftoff Monetize who previously enabled publishers to share additional signals, promising better performance.

5. Liftoff Monetize SDK updates

Liftoff Monetize has released Vungle SDK v7.7.0 for iOS on January 29, 2026. This update adds support for native video ads and includes logging optimizations, helping improve ad rendering flexibility and debugging efficiency.

Android SDK <7.4.0 will be deprecated on March 23, 2026. If you’re still using one of the older versions, plan to update it before the deadline.

6. CloudX Expands Demand Access for Non-SDK Bidders

CloudX has announced an expansion of its demand capabilities, allowing omnichannel programmatic buyers to compete directly in its marketplace without requiring an SDK integration. These buyers can now participate alongside SDK-based demand with the same take rate, transparent auction mechanics, and trusted execution environment.

For publishers, this unlocks access to large pools of brand demand with no additional technical work, while maintaining a single SDK integration through CloudX. For programmatic buyers, it removes the long-standing barrier of building and distributing an SDK to access in-app inventory. By enabling both performance and brand demand to compete in the same auction, CloudX aims to increase incremental demand and overall monetization efficiency for publishers.

Ad Quality

AD QUALITY

Many would assume that ads for crypto earning apps should belong within the “Earn Real Money” category. However, upon closer inspection, we found that most of these apps are labeled under the “Finance” category.

If you’re managing your ad quality frequently and have available data, you can check how many of these apps are advertising in your app. Based on how bad the situation is, decide if you want to block some of them or even go further and block the whole “Finance” category. 

They do have poor UX as well, since bounce rate (percentage of clicks directed out of the app that returned in less than 5 seconds), CTR, and auto clicks are high for most of these apps.

To find out what we’ve blocked recently, check out our list. Don’t forget to submit ads that we should list here!

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Job alerts

JOB ALERTS
Tripledot Studios
Director of Ad Monetisation
Barcelona, ES
Learn more
Nordcurrent
Ad Monetization Specialist
Warsaw, PL (Remote)
Learn more

Did you know?

DID YOU KNOW?

Did you know? Offerwalls can be one of the most lucrative ad formats in your monetization stack, often earning eCPMs as high as $1,500 depending on region and device, with average payouts around $400? Unlike passive ad formats, offerwalls empower players to engage by completing tasks for rewards. The rewards they collect can help players progress, resulting in increased session time and overall higher revenue potential.

Offerwalls are especially effective at monetizing non-spenders, players who rarely make IAPs but are willing to engage with offers in exchange for hard currency, helping turn previously low-value users into revenue contributors.

And if you time them right, offerwall special promotions (like double-credit events around holidays or seasonal peaks) can significantly boost engagement and ARPDAU by encouraging users to complete more offers while they’re live.

Read the full guide to learn how to implement and optimize offerwalls in your game → Click Here

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Game Developer Conference March San Francisco
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The Game Developers Conference (GDC) is the premier event for game professionals worldwide, and a high-value stop on the calendar for ad monetization managers too. Across sessions, panels, and case studies, GDC covers everything from player retention and ad engagement to advanced monetization systems and analytics tools.
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