CHORUS — Impact Economics + Platform Research

Research by Max · Feb 20 2026 · n=10 sources · Confidence: Medium-High


TL;DR

Net cost is ~$2, not $7. That's actually great news — it makes the mechanic much more achievable. At ~200 rewarded video ads = 1 net, an engaged daily player can fund a net every 1–2 months. The design challenge is keeping them entertained in between. There are proven mechanics for that. On platforms: Unity is the safest bet for a Farmville-style mobile game. Godot is the scrappier, free alternative if team or cost is a factor.


1. ACTUAL NET COST

Source: AMF directly (againstmalaria.com)

"The most frequently distributed nets are large, family-sized nets which typically cost between US$2 and US$3. The average price of a net is now about US$2.00."

AMF's first nets in 2005 cost $5. They've driven the price down to ~$2 through bulk buying and competition.

Confirmed by: Effektiv Spenden — "$4 protects two people for 3 years" = $2/net

Figure Source Confidence
$2.00/net (average LLIN) AMF directly High
$2–$3/net (large family nets) AMF directly High
$7/net GAME_DESIGN.md ❌ Incorrect — update this

Action needed: Update $7 figure in GAME_DESIGN.md to $2. Also revisit the "600 nets = 1 child's life saved" stat — see note below.*

*GiveWell estimates $3,000–$8,000 to statistically avert one death from nets (it's a probability across a population, not a direct 1:1). The 600-net milestone is a simplification — fine for game framing, but the sourcing should be verified against current AMF/GiveWell data before public-facing use.


2. AD REVENUE — HOW MUCH PER VIEW

Format: Rewarded video (player chooses to watch for in-game reward — highest eCPM, highest completion rate)

Metric Value Source
US iOS eCPM (Q4 2024) $19.63 Yango Ads
US Android eCPM (Q4 2024) $16.49 Yango Ads
Average US rewarded video eCPM ~$13 Bidscube 2025
Completion rate >95% Industry standard
Ad network cut ~30–40% Standard (AdMob, AppLovin)
Developer's effective eCPM ~$8–$13 After network cut
Revenue per single ad view ~$0.009–$0.013

Working number: $0.01 per rewarded ad view (conservative US, after network cut)


3. THE MATH: HOW MANY ADS = 1 NET

At $2/net and $0.01/ad:

Scenario eCPM Ads per net Days at 5 ads/day
Optimistic (high eCPM, US iOS) $0.013/ad 154 ads 31 days
Base (average US, after cut) $0.010/ad 200 ads 40 days
Conservative (lower eCPM, mixed geo) $0.007/ad 286 ads 57 days

Working model: ~200 rewarded ads = 1 net funded.

At 5 rewarded ads per session, daily play: - 1 net every ~40 days (~6 weeks) per engaged daily player

At 10 rewarded ads per session (heavy user): - 1 net every ~20 days (~3 weeks)

This is workable. A village-builder with good retention can get 5–10 rewarded ad watches per session naturally (speed up a build, unlock a reward, get a resource). The key design problem is: what keeps people coming back for 6 weeks when they haven't funded a net yet?


4. INTERIM REWARD MECHANICS — KEEPING PEOPLE ENGAGED BETWEEN NETS

The gap between "ad watched" and "net funded" is the retention problem. Here's how to solve it with proven mechanics:

Layer 1: Always-Moving Progress Bar

Every ad view fills a visible "Net Fund" bar. The bar shows exactly where the player stands: - 0–50 ads: "Gathering materials" (in-game framing) - 50–100 ads: "Nets on order" - 100–150 ads: "Nets arriving" - 150–200 ads: "Net delivered" 🎉

Small visible movement every single session = dopamine every session, not just at the milestone.

Layer 2: Village Progress (Separate Track)

Decouple gameplay rewards from the impact milestone. Ads earn Seeds (in-game currency) that buy village improvements independently of the net fund. So every ad does two things: fills the net fund AND earns Seeds.

Players are always building something. Village upgrades (new homes, draining a pool, planting crops) happen on a faster cadence than nets — one small build every 1–3 sessions.

Layer 3: Named Families (Emotional Investment)

As the village grows, families appear and get named. Each household has 4–6 characters. Players watch them go about their day, see them sleep at night (when mosquitoes are active), feel the stakes. The moment a net is funded, those specific families get the net — personalized to the player's village.

Layer 4: Daily & Streak Rewards

Layer 5: Micro-Milestones (Celebration moments before the net)

Milestone Trigger Reward
First pool drained Action in village "1 family sleeping safer tonight" badge
25% to first net 50 ads watched Unlock new building type
50% to first net 100 ads Named family elder + lore unlock
75% to first net 150 ads Special night-mode visual (stars, sounds)
First net funded 200 ads Full celebration screen + real AMF impact counter
5 nets total 1,000 ads "Village Champion" title
10 nets total 2,000 ads Unlock new village biome

Layer 6: Community Counter (You're Not Alone)

Live global counter: "CHORUS players funded 847 nets this week." Updates daily. Makes the player feel part of something bigger, especially on slow personal progress days.

Layer 7: Seasonal Events

Time-limited events tied to real malaria patterns: - Rainy season event (April–June in Sub-Saharan Africa): mosquitoes more active in game, special "storm drain" building, double ad reward for 2 weeks - Harvest festival: Village celebration, limited decorations, bonus impact opportunity


5. GAME PLATFORM COMPARISON

For a Farmville-style village builder (2D, mobile-first, timers, multiple objects, push notifications, ad SDK integration):

Engine Cost Language Best for Mobile Ad SDK support Hiring pool
Unity Free (Personal/Plus) C# Full-featured mobile games, village builders ✅ Excellent ✅ AdMob, AppLovin Max, Unity Ads, all major SDKs ✅ Huge
Godot 4 Free (open source) GDScript (Python-like) Indie, 2D games, zero licensing cost ✅ Good ⚠️ Growing (fewer native SDKs, needs wrappers) ⚠️ Smaller but growing fast
Flutter + Flame Free Dart Lightweight casual games, cross-platform ✅ Good ⚠️ Limited native game ad SDKs ⚠️ Flutter devs common, Flame game devs rare
Defold Free Lua 2D mobile, lightweight, used by King (Candy Crush) ✅ Excellent ✅ Good (has AdMob plugin) ❌ Small, niche
Cocos Creator Free JS/TS Casual/hyper-casual, popular in Asia ✅ Good ✅ Good ⚠️ Smaller in US

Recommendation: Unity (or Godot if open-source is important)

Unity: - Largest asset store → village builder templates, character packs, UI kits available day 1 - Best ad monetization SDK support — AdMob and AppLovin Max have native Unity plugins, critical for CHORUS's revenue model - Easiest to hire experienced mobile game developers for - Unity Ads is its own ad network, which could be relevant later - Licensing: after the 2023 runtime fee controversy, Unity walked back most of it. Personal/Plus tiers are free for games under $200K/year revenue — more than enough for early CHORUS

Godot: - 100% free, no licensing risk ever - Great for 2D specifically (better than Unity in some ways) - Growing fast — more developers choosing it post-Unity controversy - Ad SDK integration requires more custom work (no native AppLovin/AdMob Godot plugins — need Android/iOS bridge) - Smaller hiring pool but passionate community - Best if: you're building with a small indie team that values open-source and wants zero licensing risk

Skip: Unreal (overkill), Flutter+Flame (wrong tool for this genre), Cocos (US hiring is hard)


6. KEY DESIGN DECISIONS FOR GIN

These are strategic — need your call before anyone builds anything:

  1. What does "100 ads watched" feel like in game time? (Session length × sessions per week = cadence design)
  2. Do we want Seeds to be the only currency, or also have a premium currency for cosmetics? (Affects monetization model — ad-only vs. hybrid IAP)
  3. How real-time is the community counter? (Live vs. daily update — engineering complexity vs. emotional impact)
  4. Do families have names we invent, or do players name them? (Naming = stronger emotional investment but more complex)
  5. Is the night mechanic a passive anxiety (families at risk while you're offline) or active gameplay? (Active night = huge retention but needs push notifications working well)

7. UPDATED IMPACT UNIT

Replace the $7/net figure in all docs with:


Sources: AMF (againstmalaria.com/dollarspernet), Effektiv Spenden, GiveWell (givewell.org/charities/amf), Yango Ads (eCPM Q4 2024), Bidscube (2025 ad revenue benchmarks), Tenjin Ad Monetization Benchmark Report 2025, itch.io engine comparison, Keewano (best engines 2025), Genieee (Flutter+Flame 2025), segwise.ai (retention mechanics) Confidence: High on net cost ($2 confirmed by AMF directly). Medium-High on ad revenue (industry benchmarks, not CHORUS-specific). Medium on "ads per net" (depends on audience, eCPM achieved, network cut negotiated).

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