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Stickeez and the 20% Ad-Revenue Claim: What Mobile Developers Should Know

ironSource said Stickeez increased mobile ad revenue by 20% in its first two months in 2014. Here’s what the format did, what that claim does—and doesn’t—show, and what is known about its current status.
From TheFinanceBase Team3 min to read
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Stickeez was a native mobile ad format ironSource announced in February 2014. The company later reported that it increased mobile ad revenue by 20% during the format’s first two months—but that was ironSource’s own claim, not an independently verified result or a forecast for developers today.

What was Stickeez?

Stickeez was an ad format on ironSource’s mobileCore platform. ironSource described it as a small animated element intended to prompt user action. When tapped, it opened a small layout with mobileCore offers or took the user to Google Play or another app store to view an app. ironSource’s February 5, 2014 launch announcement presented it as one option in a portfolio that also included AppWalls, Branded Interstitial Ads, Native Buttons, and In-Stream App Recommendations. That list describes the 2014 product lineup, not a current catalog.

How did Stickeez work?

Developers could select an image from Stickeez’s gallery or use their own in-app characters, choose when the element appeared, and monitor performance in the mobileCore Developers’ Panel. ironSource also said it could create custom branded Stickeez for advertisers. The format was therefore configurable in its visual presentation and timing, while the tap led users toward an offer or app-store listing.

Did Stickeez really boost ad revenue by 20%?

ironSource said on April 16, 2014, that Stickeez had produced a 20% increase in mobile ad revenue during its first two months of availability. The company also said developers were seeing a 20% increase from high-quality, non-incentivized traffic and that the format had been adopted by more than half of mobileCore users. These are historical figures reported by the company, not current usage or performance statistics. The April 2014 announcement does not provide a sample size, baseline, comparison group, measurement method, or independent validation, so the reported increase cannot establish what another developer would earn.

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In that announcement, Itay Riemer, then General Manager of mobileCore at ironSource, said: “In today’s predominantly free app market, developers need to find creative ways to monetize their product, but they also have to protect their user’s in-app experience.” He also said Stickeez offered an effective way to generate revenue without compromising user experience. Those statements express ironSource’s 2014 view of the format; they are not independent evidence of its impact on revenue or user experience.

Can developers still use Stickeez?

Current availability is not established by the cited materials. Unity completed its merger with ironSource on November 7, 2022, and said game developers could use Unity LevelPlay mediation if they chose to monetize their games. Unity’s merger announcement provides corporate and platform context, but does not say that LevelPlay includes Stickeez.

Unity’s FAQ, last updated August 4, 2026, says ironSource Ads direct demand stopped serving campaigns on April 30, 2026. It says there were no planned changes to ironSource Exchange or programmatic campaigns and that LevelPlay remains supported. The FAQ addresses those services, not Stickeez; it does not establish whether the separate format is still offered, supported, or open to new developers. The direct-demand sunset alone is not proof that Stickeez was discontinued.

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What this means for a developer evaluating ad revenue

Stickeez is best understood as a historical example of native mobile advertising and as a case study in how to assess an earnings claim. A developer considering any current monetization format should look for current availability and documentation, then evaluate performance using their own app’s data. Relevant measures include revenue per eligible user or impression, fill, engagement, retention, and whether the placement disrupts the experience. The 2014 20% figure supplies none of the inputs needed to predict those outcomes for a different app or present-day ad stack.

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