What publishers
actually earn.
Across our publishers, the average RPM increase after 60 days live is 130%, so RPM more than doubles on average. Below: how we measure it, our retention record, and what typically changes on each kind of casual-game site.
METHODOLOGY
About the 130% figure
The 130% figure is the average RPM increase across publisher sites that went live with Yolla, comparing each site's RPM (revenue per thousand pageviews) before Yolla with its RPM after 60 days live. On average, RPM more than doubles.
Revenue recovered from ad-blocking sessions is included, because it is real revenue. Sites that start with a large ad-block share tend to see larger gains, since recovery adds revenue those sessions never earned before. Sites with cleaner traffic and an established programmatic setup tend to see gains come from stronger demand and floor pricing.
It is an average across sites, so individual results vary with traffic, audience, and the setup a site starts from.
99%+
All-time partner retention
We earn a share of revenue, so we earn more only when you earn more.
Different games, the same gap.
On core casual-game site types like these, revenue lift commonly runs 150–300% after six months with Yolla. The 130% figure above is the portfolio-wide average RPM increase after 60 days live.
Crossword & word sites
Typical starting point
Usually a single demand source, a daily-return audience, and puzzle pages that hold a reader for a long solve.
With Yolla
Header bidding puts competing demand on every impression, and viewable refresh earns from the long solve time without adding ad slots.
Jigsaw sites
Typical starting point
Long, uninterrupted sessions on a single page, served by a few fixed ad slots that never change.
With Yolla
Viewport-aware refresh earns more from each session, and reserved slot space keeps the puzzle board from shifting.
Mahjong & tile-matching
Typical starting point
A loyal audience with frequent repeat visits, priced by the buy side like general web traffic.
With Yolla
Demand vetted for gaming audiences competes for each impression, and the yield team tunes floors to the site's own traffic.
Sudoku & logic puzzles
Typical starting point
Several short games per visit on phones and desktops, with ad layouts that were never planned around the grid.
With Yolla
Mobile placements are configured per site, with reserved slot space and lazy loading so ads arrive without pushing the grid around.
Bubble shooter & arcade
Typical starting point
A heavy ad-block share, so a meaningful part of the audience earns nothing at all.
With Yolla
Ad-block recovery brings those sessions back into the auction as real revenue, alongside the regular stack.
Card & solitaire
Typical starting point
Long sessions and returning players, often on a legacy ad network setup with little visibility into what each placement earns.
With Yolla
Transparent reporting shows revenue by placement, and the yield team adjusts the format and demand mix from that data.
Profiles summarize typical outcomes by site type. Individual results vary.
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