Glossary
What is gametech?
Gametech is the set of technologies, tools and platforms purpose-built for developing, distributing, operating and monetising video games.
What the category covers
- Engines and development tools — the software games are built in.
- Live operations. Content updates, events and economy management for games that run as services.
- Monetisation. In-app purchase, ad mediation, offerwalls, battle passes and reward economies.
- Analytics, usually more sophisticated than in general consumer software.
- User acquisition tooling, since games are among the largest mobile advertisers.
Why games lead on monetisation
Games have been solving free-to-play economics for longer and under harsher constraints than almost any other category. The typical game monetises a small minority of its players and must fund everything from them, which forces precision.
Several practices now standard elsewhere originated there: reward economies balanced against real-money purchases, cohort-based LTV modelling, ARPDAU as a daily operating metric, and rewarded advertising formats that users actively choose.
Anyone monetising a free tier in another category is usually re-deriving something games settled a decade ago.
What transfers to AI products
The reward-economy thinking transfers directly. An AI product with credits or usage limits has a currency, and the games industry's hard-won knowledge about how granting currency through advertising interacts with selling it for money is immediately applicable.
The concentration lesson transfers too: expect a small minority of users to produce most of the revenue, and design the free tier as an acquisition and retention mechanism rather than as a cost to minimise. Our free-tier playbook covers the specifics.
Common questions
Is gametech relevant outside games?
The monetisation and live-operations practice is, particularly for any product with a free tier and a virtual currency. The engines and content pipelines are not.
Why do games monetise better than other apps?
Longer experience with free-to-play economics, more willingness to test aggressively, and a player base with established norms about paying for progression and cosmetics.
More in channels and surfaces
Screens beyond the phone, and the commerce that happens on them.