t1k:marketing:iaa:offerwall-design
| Field | Value |
|---|---|
| Module | iaa |
| Version | 0.3.4 |
| Effort | medium |
| Tools | — |
How to invoke
Section titled “How to invoke”/t1k:marketing:iaa:offerwall-designOfferwall Design
Section titled “Offerwall Design”Offerwall Design helps monetization PMs evaluate whether an offerwall fits their game and, if so, how to surface, trigger, and reward it without disrupting the in-game economy. Offerwalls are high-eCPM but genre-specific — they perform well in mid-core and hardcore games with soft-currency economies but are ineffective or disruptive in hyper-casual or casual puzzle titles. This skill covers genre-fit assessment, economy integration rules, placement trigger points, and reward sizing.
When to Use
Section titled “When to Use”- Evaluating whether to add an offerwall to a mid-core RPG or strategy game
- Designing the economy integration for an offerwall in a game with multiple currency layers
- Deciding where in the session flow to surface the offerwall CTA without cannibalizing IAP
Purpose
Section titled “Purpose”This skill resolves the offerwall inclusion decision and economy integration for a given game. It is used by monetization PMs and economy designers. It supports decisions about genre fit, currency reward sizing (preventing economy inflation), offerwall placement triggers, and which SDK/network to use (via the sibling monetization module for integration). It does NOT cover rewarded video or interstitial placement — those belong to their respective sibling skills.
Status
Section titled “Status”Stub — deepen iteratively via /t1k:sync-back as real usage drives priority. Priority sources for when deepening: brainstorm offerwall genre-fit matrix, economy integration anti-patterns.
References
Section titled “References”- See brainstorm: theonekit-core/plans/reports/sales-modules-brainstorm-260527-1625.md
- Sibling module:
monetization(per-network SDK setup) —iaacovers cross-network FORMAT and PLACEMENT strategy