How to monetise a mobile app
Business models for generating revenue from your application without sacrificing user experience
Building an app is only half the challenge. Monetising it sustainably without destroying the user experience is the other half. The monetisation model should be chosen during the design phase, not layered on after launch.
The app market generated over 500 billion dollars in 2025 across stores, in-app advertising and mobile commerce. But revenue distribution is uneven: the top 5% of apps generate 95% of revenue. Choosing the right model and executing it well is what separates a profitable app from one that only accumulates downloads.
Freemium model
The freemium model offers the app for free with limited features and charges for access to premium capabilities. It is the most widely used model because it lowers the barrier to entry: users can try the app risk-free and decide whether the added value justifies payment.
The key to freemium is correctly defining the boundary between free and premium. The free tier must deliver enough value for users to get hooked, while making it clear that the full experience requires payment. Spotify is the classic example: free listening with ads and limitations, premium without restrictions.
- Low barrier to entry: any user can try the app
- Typical premium conversion: 2–5% of the free base
- Risk: if the free tier is too generous, nobody pays; if too limited, nobody stays
- Examples: Spotify, Dropbox, LinkedIn, Slack
Recurring subscriptions
Subscriptions generate predictable, recurring revenue (MRR/ARR). Apple and Google favour this model: both stores reduce their commission from 30% to 15% after a user’s second year of subscription. Subscriptions work especially well in content, productivity, fitness and ongoing service apps.
For a subscription to work, the app must deliver continuous value that justifies recurring payment. Offering a free trial (7 or 14 days) increases conversions. Key metrics are LTV (lifetime value), monthly churn rate and payback period.
- Predictable revenue: simplifies financial planning and growth investment
- Reduced commission: 15% after the first year (Apple and Google)
- Free trial: 7–14 days significantly increases conversion
- Churn rate target: < 5% monthly for healthy subscription apps
In-app purchases (IAP)
In-app purchases let you sell digital content, features or virtual goods within the app. There are two types: consumables (coins, lives, credits that are used up) and non-consumables (filters, themes, levels bought once). Games dominate this model, but productivity and creative apps also use it.
Apple and Google require that digital content purchases go through their payment systems (with a 15–30% commission). Physical goods and real-world services (Uber, delivery) can use external gateways. Designing the app’s internal economy carefully is essential to avoid predatory patterns.
- Consumables: used up and repurchasable (coins, credits, lives)
- Non-consumables: purchased once permanently (themes, filters, levels)
- Store commission: 15–30% depending on volume and platform
- Regulation: an increasing number of countries regulate loot boxes and chance-based mechanics
In-app advertising
Advertising is the most accessible monetisation model: it requires no payment from the user. The main formats are banners, interstitials (full-screen between transitions), rewarded video (users watch an ad in exchange for an in-app reward) and native ads (integrated into content).
Rewarded video is the most effective format because it aligns incentives: the user chooses to watch the ad in exchange for a tangible benefit. eCPMs (revenue per thousand impressions) vary enormously by market, format and platform. In premium markets, rewarded video can generate 10–30 USD eCPM, while a banner generates 0.5–2 USD.
- Banner: least intrusive but low eCPM (0.5–2 USD)
- Interstitial: high eCPM but can be annoying if overused
- Rewarded video: best balance between revenue and user experience
- Native ads: integrated into content, good UX but requires careful design
Hybrid models and combinations
Most successful apps combine several monetisation models. A common approach is freemium + advertising for free users + subscription to remove ads and unlock premium features. Another is a base subscription + in-app purchases for extra content.
The key to hybrid models is that every monetisation layer must be coherent with the value the user receives. It’s not about maximising extraction but about offering options that suit different user profiles: the casual user who accepts ads, the regular who prefers a moderate subscription, and the power user who invests in premium purchases.
- Freemium + ads + subscription: the most common model for content apps
- Subscription + IAP: recurring base with optional extra content purchases
- Marketplace with commission: the app connects buyers and sellers and takes a percentage
- B2B licensing: enterprise model with per-user or per-usage pricing
Essential financial metrics
To evaluate whether your monetisation model works, you need clear financial metrics. LTV (Lifetime Value) represents the total revenue a user generates over their entire relationship with the app. CAC (Customer Acquisition Cost) is what it costs to acquire that user. The basic rule: LTV should be at least 3x CAC for a sustainable business.
Monthly ARPU (Average Revenue Per User) tells you the average revenue per active user. The free-to-paid conversion rate and time-to-first-purchase are key indicators of monetisation funnel health. Review these metrics by cohort, not as global averages.
- LTV / CAC: minimum 3:1 ratio for sustainability
- ARPU: average revenue per monthly active user
- Conversion rate: % of free users who move to paid
- Payback period: time to recover the acquisition cost
Key Takeaways
- The monetisation model should be designed alongside the product, not added later
- Freemium works if the boundary between free and premium is well defined
- Subscriptions generate predictable revenue but demand continuous value
- Rewarded video is the ad format with the best balance between revenue and UX
- LTV should be at least 3x CAC for a sustainable business model
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