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In-Game Monetization Model Template

Free monetization model template for gaming product managers. Design IAP catalogs, ad placements, subscription tiers, and spending depth curves with a...

Updated 2026-03-04
In-Game Monetization Model
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Frequently Asked Questions

What is a good payer conversion rate for a free-to-play game?+
Industry benchmarks vary by genre. Casual games (puzzle, casual simulation) typically see 2-4% payer conversion. Mid-core games (strategy, RPG) see 5-10%. Hardcore games (competitive PvP, MMO) can reach 10-15%. These are Day-30 cumulative conversion rates. If your conversion is below 2%, your first-purchase offer is either not compelling enough or not surfaced at the right moment.
How do I balance IAP and ad revenue?+
The general rule is: IAP for mid-core and hardcore games, ads for hyper-casual, and a hybrid for casual games. In a hybrid model, rewarded video ads should be opt-in and should not undercut IAP value. If watching 5 ads gives the same reward as a $0.99 purchase, players will never buy. Set ad rewards at roughly 10-20% of the equivalent purchase value.
How do I avoid pay-to-win backlash?+
Separate competitive advantage from monetization. Sell cosmetics, convenience (time skips, quality-of-life), and content access. Never sell raw power that creates an unfair advantage in PvP or competitive modes. Games like Fortnite and League of Legends built multi-billion dollar businesses on cosmetics alone.
What price tiers should my IAP catalog have?+
Standard practice is 5-6 tiers: $0.99, $4.99, $9.99, $19.99, $49.99, and optionally $99.99. Each tier should offer increasing bonus percentages (e.g., $4.99 pack gives 10% bonus, $49.99 pack gives 25% bonus) to reward larger purchases. The starter bundle sits outside this structure as a one-time high-value offer.
How often should I refresh the IAP catalog?+
Core currency packs and subscription tiers should be stable. Limited-time offers and bundles should rotate weekly or biweekly. Seasonal items should tie to events and holidays. Refreshing too often confuses players. Not refreshing enough makes the store feel stale. Track store visit frequency and purchase rates to find the right cadence. ---

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