An in-app purchase (IAP) is any purchase made inside a mobile app, from digital goods and currency to subscriptions and content. IAPs are a primary revenue source for many apps and games, and for some they are the entire business model. They let users pay directly for things they value without leaving the app.
Types of in-app purchase
Consumables: currency, boosts, and extra lives that are used up.
Non-consumables: permanent unlocks like ad removal or premium features.
Subscriptions: recurring access to content or benefits.
Consumables often live in an in-app IAP store where players spend hard currency earned or bought inside the app.
How in-app purchases work
IAPs run through the platform's billing system, Apple's App Store or Google Play, which handles payment and takes a cut of each transaction. The app defines the products and prices, the store processes the charge, and the purchased item or entitlement is unlocked for the user. Because the platform owns the payment flow, publishers focus on what to sell and to whom rather than on processing money.
The payer problem
In most games only a small minority of players ever make an in-app purchase. That means a large majority of the audience generates little to no direct revenue. Studios often talk about single-digit payer rates, so a monetization plan that leans only on IAP leaves most of the audience unmonetized.
IAP, premium currency, and offerwalls
Many games sell hard currency through IAP, then let players spend it on consumables. That same currency is what an offerwall can hand out as a reward, which links the two systems directly. A non-paying player who earns currency by completing offers gets a taste of what paid currency buys, and some go on to purchase later. Pricing the currency consistently across both the store and the offerwall keeps the in-game economy balanced and avoids undercutting your paying users.
IAP vs. ad-based revenue
IAP revenue comes from users choosing to pay, so it is high value but concentrated in few people. Ad and offerwall revenue spreads across the whole audience at a lower amount per user. Most successful apps blend both, using IAP to capture spenders and rewarded formats to earn from everyone else. This lifts overall ARPU without forcing a single model on every user.
Where offerwalls come in
An offerwall complements IAP by monetizing the non-paying majority. Players who will not spend money can still earn premium currency by completing offers, so you capture value from users an IAP-only model leaves on the table. The two work together: purchases capture your spenders, while the offerwall turns free players into a revenue source and can even warm some of them up to their first purchase.
Common misconceptions
IAP and ads cannot coexist. They serve different users and usually raise revenue together.
Offering an offerwall cannibalizes purchases. In practice it monetizes players who were never going to pay, and can nudge some toward spending.
More IAP items always means more revenue. Too many options can overwhelm buyers; a focused store often converts better.
Frequently asked questions
Q: What are the main types of in-app purchase?
Q: Why do so few users make in-app purchases?
Q: Do offerwalls compete with IAP?
Keep reading
Concept
Hard currency is premium in-app currency normally bought with real money, such as gems, diamonds, or gold. It unlocks high-value items and faster progress, which makes it central to a game's economy.
Ad Format
An offerwall is an in-app ad unit that shows users a list of offers, such as surveys, sign-ups, purchases, or gameplay tasks, that they can complete in exchange for virtual currency or rewards. Because users opt in and choose their own offers, offerwalls are one of the least intrusive and highest-earning monetization formats in mobile.
Concept
An IAP (In-App Purchase) store is the virtual storefront inside an app or website where users buy digital goods and services, such as currency packs, bundles, and upgrades.
Metric
ARPU (Average Revenue Per User) is the average revenue a single user generates over a set period, such as a month or a year. It is a core gauge of how well an app turns its audience into revenue.
