Concept

IAP (In-App Purchase)

Glossary Term

Concept

IAP (In-App Purchase)

Glossary Term

Concept

IAP (In-App Purchase)

Glossary Term

What is an in-app purchase (IAP)?

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.

What is an in-app purchase (IAP)?

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.

What is an in-app purchase (IAP)?

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.

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?

A: Consumables that get used up, non-consumables that are permanent, and subscriptions that renew. Many apps offer more than one type.

Q: Why do so few users make in-app purchases?

A: Most players treat free apps as free. Only a small share ever pay, which is why publishers add an offerwall to earn from the rest.

Q: Do offerwalls compete with IAP?

A: Not really. Offerwalls mainly monetize non-paying users and can introduce the idea of earning premium currency, sometimes leading to a first purchase later.