The revenue stream that decides whether your casual game is profitable, and why most studios measure it badly.

IAA stands for in-app advertising, the revenue a mobile app earns by showing ads to its users. For most free-to-play games it sits alongside in-app purchases as one of the two ways the game makes money.

If you run a casual or hybrid-casual game, IAA is often the larger half of your revenue, and the half your analytics probably understands least. This guide explains what IAA is, how it differs from IAP, the ad formats involved, and why measuring it accurately is harder than it looks.

IAA vs IAP: what’s the difference?

IAP (in-app purchases) is money a player pays you directly: coins, a battle pass, a subscription, removing ads. IAA (in-app advertising) is money an advertiser pays you to show their ad to your player. With IAP the player is the customer. With IAA the advertiser is the customer and the player’s attention is the product.

Most modern games are hybrid, earning from both. A player who never spends a cent on IAP can still generate meaningful revenue by watching rewarded videos. That’s why judging a player only on purchases gives you the wrong picture of what they’re worth.

What are the main in-app ad formats?

  • Rewarded video. The player chooses to watch an ad in exchange for an in-game reward. High engagement, player-friendly, and the workhorse of casual game monetisation.
  • Interstitial. A full-screen ad shown at natural breaks, like between levels. High revenue per impression, but overuse hurts retention.
  • Banner. A small persistent ad, usually at the top or bottom of the screen. Low revenue per impression, low friction.
  • Offerwall. A menu of tasks or offers the player can complete for a larger reward. Common in games with deep economies.

How is IAA revenue measured?

Ad revenue flows through a mediation layer (such as a mediation platform that manages multiple ad networks) which auctions each impression and reports what you earned. The problem: mediation usually reports revenue in aggregate, by network or placement, not by individual user.

Impression-level ad revenue changed this. Modern mediation can send a revenue signal for each ad impression, which lets you connect ad income to the specific user who saw it, and therefore to the cohort and campaign that acquired them. Without that connection, you can’t calculate a player’s true lifetime value.

What is ad LTV, and why does it matter?

Ad LTV is the total in-app advertising revenue a user generates over their lifetime. For an ad-heavy game it can dwarf IAP revenue. If your lifetime-value calculation only counts purchases, you’ll systematically under-bid on the cohorts that monetise through ads, and cut campaigns that were quietly profitable. Measuring ad LTV and IAP LTV as one number is the whole game for hybrid monetisation. We cover how in our guide to IAA revenue attribution. Measure ad revenue and purchases as one lifetime-value view. justtrack is built for how games actually monetise.


Frequently asked questions

What does IAA stand for?

IAA stands for in-app advertising, the revenue a mobile app earns by showing ads to users, as opposed to IAP (in-app purchases) which is revenue paid directly by the player.

Is IAA better than IAP?

Rewarded video and interstitials typically earn the most per user in games. Rewarded video is popular because players opt in, so it engages rather than annoys.

How do I measure ad revenue per user?

Through impression-level ad revenue from your mediation layer, connected to user, cohort and acquisition channel. This is what lets you calculate ad LTV accurately.

What is ad LTV?

The total in-app advertising revenue a user generates over their lifetime. For ad-heavy games it often exceeds purchase revenue.

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