Managed Ad Services, like MAS, connect advertisers and app developers. Advertisers provide their ads to ad networks embedded in the MAS SDK to promote their products, then app developers use the MAS SDK to display these ads to their users. Advertisers bid on the ad space made available by the developer in hopes of winning the impression, and that revenue is paid to the developer. In addition, MAS manages Ad mediations from various companies in the industry, including Applovin, IronSource, and Admob. Using proprietary AI technology, the MAS backend auto-optimizes bidding and waterfall settings so that your game can experience the maximum monetization with the minimum effort.
How it works
1. SDK integration – First, you, the app publisher, integrates the MAS SDK and initializes it.
2. Data capture – Once integrated, the MAS SDK captures the available device identifiers from the publisher.
3. Ad server – The identifier information is fed to an ad server, which uses data science to crunch the device level data and compare it against all of the available ads from the ad buyers to ensure the best ad network advertising
4. Serve – MAS matches the user and ad buyer, looking for the opportunity that will generate the highest performance and quality for the advertiser, which in turn delivers the highest CPM for the app publisher
Difference Between MAS and An Ad Network or Ad Mediation
Traditionally, individual ad networks have performed the task of monetizing an app or game's ad space with little work on the part of an app publisher. An app publisher simply integrated an ad network SDK into their app or game, then updated it onto the App or Google Play store. Then, the ad network served ads to the app or game in an automatic fashion.
The downside to this automatic process was that app developers did not receive the best revenue at all times. This was due to a number of factors, but one primary reason was a lack of supply. Using 1 ad network did not provide enough ads for all of a games' users. In addition, the value of ads coming from just 1 ad network was typically not as high as ads from many networks. Thus, developers started to look for a new solution and ad mediation was created.
Ad meditation allowed app developers to quickly and easily use multiple ad networks in 1 game, thus alleviating some of the disadvantages of using a single ad network. However, the downside of ad mediation was that making ad networks work together in an OPTIMAL way was cumbersome and time consuming. It required switching between ad network accounts, managing waterfalls, downloading adapters, and more. Whole teams focused solely on monetization were born inside game studios, and these teams worked endlessly to optimize a game's monetization with different ad networks.
Then, early Managed Ad Services were born. Such services effectively allowed studios to outsource monetization to companies that focused 100% of their effort on monetization. This was a great solution for publishers, but it often came at a high cost. These Managed Ad Services continued to use human monetization teams to optimize, and this was expensive and couldn't scale.
MAS changed all of this by introducing an algorithmic solution for monetization. Rather than rely on humans, an AI algorithm runs the MAS monetization team, constantly optimizing a game's monetization using relevant data points from the game. Human monetization experts standby and continually tweak the algorithm, but ultimately, it outperforms Yodo1's human monetization team more often than not.
This allows the Yodo1 team to focus its attention on developing new and innovative products to help indie developers while also providing those developers the best possible monetization experience:
a combination of the simplicity of an ad network and the monetization prowess of ad mediation.
So say goodbye to the ineffectiveness of ad networks, and the inefficiency of ad mediation...
and say hello, to MAS.
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