At WWDC in June last year, Apple announced its App Tracking Transparency framework which the majority of the industry read as IDFA depreciation. Fast forward to 26th April 2021. and these changes are finally here with iOS 14.5 (originally, the framework was supposed to be enforced with iOS 14 which came out in September last year).
Less than 48 hours into the change, it is still too early to tell how the industry has been affected, from the ad monetization side of things, at least. According to this article published by Flurry, it may take a few weeks until a significant portion of iOS users updates to 14.5 And while we wait for the eCPMs to drop, I decided to look into the implementation of ATT prompts, try to see how creative developers were when designing and framing these and if there are any particular examples that stand out.
Covering the basics first.
#1 The scope of work – First, to specify in more detail what was the scope of this research. Together with my team, I looked into different solutions from the top 100 grossing games in the United States (based on the AppAnnie report for 26th April 2021). *Note: the list takes into account only in-app purchase revenue and not revenue coming from in-game ads.
#2 Types of games – As can be imagined, the list contains everything from casual games to hard-core games. From match-three, across first-person shooter, battle royale, slots, sports, racing, etc. So basically, from Candy Crush Saga to Call of Duty Mobile and everything in between. I also checked out some other titles, around twenty of them – without particular criteria, games I had on my phone, that I played for work or for fun (note: they have not been included in the statistics below but will be included with examples).
#3 Expectations - Prior to the roll-out, there has been an overwhelming amount of conversation (and speculation) in the industry regarding how ATT impacts UA, ad monetization, particular game genres, etc. However, knowledge exchange on the best practices for ATT prompt implementation hasn't been that intensive. Nevertheless, some expectations were set in terms of what could be seen in different solutions (or at least, some ideas/questions surfaced in the process):
No more stalling, findings ahead!
#1 Out of 100 games, only 42 of them showed ATT prompt. The remaining 58 did not show it at all. It seems that nine months since the original announcement, at least some of the big games still felt safer to wait and see what others in the industry will do and then follow the best practice.
#2 All of the games that showed prompt have triggered it right at the app start. No delays, 100%.
#3 None of the games wanted to take the risk and try to bribe the users for their consent. Or at least none of them got approved in the review process and made it to the stores. No rewards, 100%.
#4 Going back to our expectations and pre-prompt messages, we saw that out of 42 games that did show ATT pop-up, only 8 of them (so less than 20%) showed a custom message beforehand.
#5 If split based on whether or not the games monetize with ads, it is clear that those monetizing with ads implemented ATT far more often and pre-prompt messages slightly more often. Specifically:
#6 Here's how games classified as per "more core" or "more casual" compare on the ATT front - it seems that more casual games have implemented ATT prompt itself more often, however, interestingly, the majority of the pre-prompts were implemented by more core games (but the difference in implementation rate is not that big).
#8 Customizing the message on ATT prompt - More than 80% of games showed a custom text on ATT prompt (different from the one in official screens shared publicly by Apple). A number of them had very small variations (replacing the word "data" with "identifier" or adding "and improve our services", etc.) while others were more creative in their messaging. There were a few implementations that I would at least question how effective/better they were compared to the default text. For example, saying #1 for promotion targeting and tracking analysis or #2 to access IDFA for tracking purposes doesn't communicate any benefit for the user and it might be argued that it sounds less understandable or even scarier than Apple's original message.
#9 What follows is the list of reasons/benefits/explanations that developers offered to their users when prompted with the ATT window:
#10 Finally, examples of pre-prompts (and the prompts that followed). Since there weren't that many examples, all of them are included (8 from top 100 grossing and 3 from other games).
RAID: Shadow Legends by Plarium
Cashman Casino Las Vegas Slots and Lightning Link Casino Slots by Product Madness (only one set of screenshots included because the implementation is the same)
Merge Dragons! by Gram Games
Best Fiends by Seriously Entertainment
EverMerge - Merge and Match! by Big Fish Games
DRAGON BALL Z DOKKAN BATTLE by Bandai Namco Entertainment
Top Eleven by Nordeus (not top 100 grossing)
My Story by Nanobit (not top 100 grossing)
In the end, it's worth sharing a few disclaimers/limitations of this work:
From looking into these top 100 grossing games an argument can be made that even among the most successful titles there is still room for improvement. Testing different messaging solutions, being more clear about the purpose (especially removal of technical jargon), or testing pre-prompt VS. no pre-prompt (or even different variations of pre-prompts) is something that could increase the opt-in rates for the users.