PSTP

ADs vs NoADs

Should ads be disabled for paying users to avoid “selling them off” through ad networks?

In many ad-driven or hybrid monetization projects, there’s an option to remove ads. Sometimes it’s tied to a subscription for a limited period, sometimes ads disappear temporarily after a purchase, and in some cases, they can be turned off permanently.

Ad monetization is, in a sense, a gradual way of “selling” a user. From a paying player, though, developers want recurring purchases, not just a few cents from an ad impression. Especially considering the high cost of acquiring that user in the first place. That’s why offering ad removal often feels like a logical and profitable move.

But is it really that simple?

  • The same player is already bombarded with ads in other apps and social networks, so removing ads in one game doesn’t shield them from the noise.
  • Advertisers actually pay well for impressions shown to paying users — so by disabling ads, developers are deliberately cutting off part of their revenue.
  • And the very fact of making a purchase already creates a “commitment anchor”: psychologically, it’s harder for a player to abandon a project they’ve spent money on.

So what does ad removal for paying users really represent: a retention tool, or just a QoL feature that makes the experience smoother by reducing distractions and letting players claim rewards from placements without interruptions?
Monetization