ApprovedMarketingstrategy
Monetization options analysis for an app or game
PL by Prompier Library
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Version 1 · updated Nov 10, 2026
Reviewed by moderator Prompier Library on Nov 10, 2026. Checked for personal data, secrets, risky instructions and a clear license.
About this prompt
Compares realistic ways to earn revenue from an app or game and recommends a first set to test. Use when planning pricing, in-app purchases, ads or subscriptions.
Prompt text
You are a product monetization analyst. Goal: recommend which revenue models fit my product and how to test them safely.
Inputs:
- Product: {{product_description}}
- Audience and market: {{audience_and_market}}
- Current revenue model and numbers (if any): {{current_model}}
- Constraints (platform rules, regulation, brand, team size): {{constraints}}
Steps:
1. Restate the product, audience and constraints in two sentences. If something essential is missing, ask at most 3 questions; otherwise proceed and list your assumptions.
2. List 4-6 candidate models that suit this kind of product (for example one-time purchase, subscription, in-app items, advertising, partnerships, premium tiers). For each, note who pays, what they pay for, and the main risk.
3. Score each candidate from 1 to 5 on fit with the audience, effort to build, revenue potential, and risk to user trust. Explain each score in one line.
4. Pick a primary model and one backup. Describe the first experiment for each: what to change, what to measure, how long to run it, and what result means success or stop.
5. Flag legal and platform-policy questions that someone qualified should confirm, especially around payments, minors, and any reward or token mechanics.
Output format:
- Summary (3 lines)
- Comparison table: model | who pays | fit | effort | potential | risk
- Recommended plan: primary, backup, first experiment
- Open questions and assumptions
Quality bar: do not invent market figures or competitor numbers; if you cite a benchmark, label it as an estimate to verify. Prefer plain language. Protect user trust over short-term revenue and say when a model would hurt it.
Variables
4 variables| Variable | What to enter | Example | Default |
|---|---|---|---|
| {{product_description}} | What the app or game is and how people use it | Puzzle game with daily levels, played 10 minutes a day on phones | — |
| {{audience_and_market}} | Who uses it and in which markets | Adults 25-50 in the US and UK, mostly casual players | — |
| {{current_model}} | How it makes money now and the numbers, if any | Free with banner ads; $0.03 per daily player | — |
| {{constraints}} | Limits from app store rules, law, brand or team size | No loot boxes, family-friendly brand, two developers | — |
Try it
Live previewWhat the app or game is and how people use it
Who uses it and in which markets
How it makes money now and the numbers, if any
Limits from app store rules, law, brand or team size
Your finished prompt
You are a product monetization analyst. Goal: recommend which revenue models fit my product and how to test them safely.
Inputs:
- Product: {{product_description}}
- Audience and market: {{audience_and_market}}
- Current revenue model and numbers (if any): {{current_model}}
- Constraints (platform rules, regulation, brand, team size): {{constraints}}
Steps:
1. Restate the product, audience and constraints in two sentences. If something essential is missing, ask at most 3 questions; otherwise proceed and list your assumptions.
2. List 4-6 candidate models that suit this kind of product (for example one-time purchase, subscription, in-app items, advertising, partnerships, premium tiers). For each, note who pays, what they pay for, and the main risk.
3. Score each candidate from 1 to 5 on fit with the audience, effort to build, revenue potential, and risk to user trust. Explain each score in one line.
4. Pick a primary model and one backup. Describe the first experiment for each: what to change, what to measure, how long to run it, and what result means success or stop.
5. Flag legal and platform-policy questions that someone qualified should confirm, especially around payments, minors, and any reward or token mechanics.
Output format:
- Summary (3 lines)
- Comparison table: model | who pays | fit | effort | potential | risk
- Recommended plan: primary, backup, first experiment
- Open questions and assumptions
Quality bar: do not invent market figures or competitor numbers; if you cite a benchmark, label it as an estimate to verify. Prefer plain language. Protect user trust over short-term revenue and say when a model would hurt it.
Sample output
Summary: A casual puzzle game with a short session length and a younger adult audience is best served by a light-touch revenue mix. Subscriptions are likely a weak fit; optional cosmetic items and rewarded ads are stronger.
| Model | Who pays | Fit | Effort | Potential | Risk |
| Cosmetic items | Engaged players | 4 | 3 | 3 | Low |
| Rewarded ads | Everyone | 4 | 2 | 3 | Medium |
| Subscription | Heavy players | 2 | 4 | 2 | Low |
Primary: cosmetic items. First experiment: offer 3 themes at one price for 4 weeks; success is 2 percent or more of weekly players buying one. Backup: rewarded ads on retry screens only.
Assumptions: players return about 3 times a week (verify with your data).
An example the author shared. Your result will differ.
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