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t1k:marketing:iaa:frequency-capping

FieldValue
Moduleiaa
Version0.3.4
Effortmedium
Tools—
/t1k:marketing:iaa: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.

  • 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

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.

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.

  • See brainstorm: theonekit-core/plans/reports/sales-modules-brainstorm-260527-1625.md
  • Sibling module: monetization (per-network SDK setup) — iaa covers cross-network FORMAT and PLACEMENT strategy