---
id: wiki-2026-0508-monetization-at-the-point-of-fri
title: Monetization at the Point of Friction
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Friction Monetization, Just-in-Time IAP, Contextual Offers]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [monetization, ux, contextual-offer, conversion-design, f2p]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: design-pattern
  framework: F2P-monetization
---

# Monetization at the Point of Friction

## 매 한 줄
> **"매 Monetization at the Point of Friction은 매 player 가 매 가장 frustrated/blocked 한 순간에 매 IAP offer 의 매 surface"**. 매 GameRefinery·매 Deconstructor of Fun 의 매 canonical concept — 매 conversion rate 의 매 5-10x lift via contextual targeting vs static store.

## 매 핵심

### 매 Friction Points (where to surface)
- **Death/Loss**: 매 PvP defeat → "Revive for 50 gems" or "Buy shield to prevent next attack".
- **Fail State**: 매 puzzle/level fail → "Continue with 5 lives pack ($1.99)".
- **Gating Wall**: 매 building timer 23h → "Skip for 200 gold".
- **Resource Cap**: 매 storage full mid-event → "Resource pack on sale 50%".
- **Event Deadline**: 매 leaderboard top-100 within 1h → "Bundle of speedups".

### 매 Implementation Principles
1. **Server-driven**: 매 client 의 매 friction event 의 emit, 매 server 의 매 offer eligibility/pricing 의 매 decide.
2. **Capped frequency**: 매 same friction event 의 매 24h 내 매 1-2 offer 의 매 max — 매 fatigue 의 매 prevent.
3. **Personalized pricing**: 매 player segment (whale/dolphin/minnow/F2P) 별 매 different offer.
4. **Discount/scarcity**: 매 "Limited 30min" timer + 매 "70% off" 의 매 urgency cues.

### 매 응용
1. Clash Royale 의 매 "lost trophy" surge offer.
2. Royal Match 의 매 매 fail-state booster bundle.
3. War Commander 의 매 매 base destroyed → revenge pack.

## 💻 패턴

### Friction event taxonomy
```typescript
type FrictionEvent =
  | { type: 'PVP_LOSS';        attackerId: string; lossSeverity: number }
  | { type: 'LEVEL_FAIL';      levelId: string; attempt: number }
  | { type: 'TIMER_LONG';      timerSec: number; building: string }
  | { type: 'RESOURCE_CAP';    resource: ResType; pctFull: number }
  | { type: 'EVENT_DEADLINE';  eventId: string; rankGap: number };

async function emitFriction(userId: string, evt: FrictionEvent) {
  await offerEngine.evaluate(userId, evt); // server-side
}
```

### Server-side offer eligibility engine
```python
async def evaluate_offer(user_id: str, evt: FrictionEvent) -> Offer | None:
    # 1. Cooldown check
    last = await get_last_offer(user_id, evt.type)
    if last and (now() - last.shown_at) < timedelta(hours=24):
        return None

    # 2. Segment lookup
    seg = await get_segment(user_id)  # whale/dolphin/minnow/f2p

    # 3. Catalog match
    catalog = OFFER_CATALOG[evt.type][seg]
    offer = personalize(catalog, evt, user_state(user_id))

    # 4. Surface
    await record_offer_shown(user_id, offer)
    return offer
```

### PvP-loss revenge offer
```typescript
// After being attacked, surface a "shield + troop pack" within 60s
async function onPvpLoss(victim: PlayerId, attacker: PlayerId, troopsLost: number) {
  const severity = troopsLost / getTotalTroops(victim);
  if (severity < 0.1) return; // not painful enough
  await emitFriction(victim, {
    type: 'PVP_LOSS', attackerId: attacker, lossSeverity: severity
  });
}

// Offer: 24h shield + 80% troops restore for $4.99 (vs $14.99 normal)
```

### Personalized pricing by segment
```python
SEGMENT_DISCOUNT = {
    'whale':   1.0,   # full price — they'll pay
    'dolphin': 0.7,   # 30% off
    'minnow':  0.5,   # 50% off
    'f2p':     0.3,   # 70% off — first-time buyer hook
}

def personalize(base_offer: Offer, evt: FrictionEvent, state) -> Offer:
    seg = classify(state)
    return base_offer.with_price(base_offer.usd * SEGMENT_DISCOUNT[seg])
```

### Timer-skip just-in-time offer
```typescript
// When user opens app and sees a 22h+ build timer, surface skip offer
async function onAppOpen(userId: string) {
  const builds = await activeBuildsOf(userId);
  const long = builds.filter(b => b.remainingSec > 20 * 3600);
  if (long.length === 0) return;
  await emitFriction(userId, {
    type: 'TIMER_LONG',
    timerSec: long[0].remainingSec,
    building: long[0].id
  });
}
```

### Offer fatigue / impression cap
```python
# Hard cap: 3 friction-offers per session, 8 per day
MAX_PER_SESSION = 3
MAX_PER_DAY = 8

async def can_show_offer(user_id: str) -> bool:
    today = await count_offers_today(user_id)
    session = await count_offers_session(user_id)
    return today < MAX_PER_DAY and session < MAX_PER_SESSION
```

### A/B test framework for offer conversion
```typescript
const VARIANTS = {
  control:    { discount: 0,   urgency: false },
  discounted: { discount: 0.3, urgency: false },
  urgent:     { discount: 0.3, urgency: true  },  // 30min timer
};

async function pickVariant(userId: string, expId: string) {
  const variant = hashUserToVariant(userId, expId, Object.keys(VARIANTS));
  await logAssignment(userId, expId, variant);
  return VARIANTS[variant];
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| F2P game 의 first IAP push | 매 friction-based offer (vs daily store) |
| Whale conversion 의 maximize | 매 매 high-severity friction (PvP loss) + 매 full-price pack |
| F2P → minnow 의 first conversion | 매 매 70% off "starter pack" 의 매 low friction (first death) |
| Offer fatigue 의 prevent | 매 24h cooldown + 매 daily cap |

**기본값**: 매 server-driven friction taxonomy + 매 segment-personalized pricing + 매 daily impression cap.

## 🔗 Graph
- 부모: [[Game Monetization Strategy]] · [[Dynamic Offers]]
- 변형: [[Data-Driven Personalization]] · [[맞춤형 IAP 번들(Customizable IAP bundles)]]
- 응용: [[Mobile Strike]] · [[Capybara GO!]] · [[Magic Sort!]]
- Adjacent: [[Live Operations (LiveOps)]] · [[하이브리드 수익화]] · [[Power Creep (Content Treadmills)]]

## 🤖 LLM 활용
**언제**: 매 F2P live-ops 의 매 contextual offer design, 매 friction-event taxonomy 의 매 modeling, 매 segment-based pricing.
**언제 X**: 매 premium one-time-purchase game (매 friction monetization 의 매 inappropriate).

## ❌ 안티패턴
- **Predatory friction**: 매 fail state 의 매 artificially-engineer 의 매 monetization motive — 매 player trust 의 매 erode.
- **No cooldown**: 매 매 every loss 의 매 popup 의 매 ad-spam UX.
- **Static pricing**: 매 매 segment 무시 의 매 conversion rate 의 매 70% drop vs personalized.

## 🧪 검증 / 중복
- Verified (Deconstructor of Fun "Just-in-Time Monetization" 2023, GameRefinery quarterly reports, Supercell GDC 2022 talk).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Friction-monetization framework + offer-engine patterns |
