Facebook Ads and other payed ads

Hey,

Now that my game is almost ready for submission (http://developer.coronalabs.com/forum/2013/02/11/booboo-pets-coming-soon), and having some budget left, I was thinking about how to use it for best performance.

Since I don’t have any previous experience on this, I was thinking of splitting the budget into more test groups.

  1. Facebook Ads

I was thinking that it’s best to promote the Fan Page of the game instead of the game directly because of this way I can reuse the users to promote future games. Facebook recommends CPM for this. But I’m not sure if to trust them or to go with CPC.

The advantage of Facebook is that I can target users that already allowed and liked similar games to mine.

  1. Google AdWords/AdMob

Although Facebook can target users that already like similar games, I couldn’t find any way to only target users that are on a mobile device. And since my game will only be released for iOS at the moment that can be important. Google has this option.

  1. BuySell Ads (http://buysellads.com/)

Here you can buy banner impressions or a banner spot for a month on different sites specialized in mobile games like toucharcade and 148apps.

Do you think they are worth the money and what type of service has a better return of investment: paying for 1k impressions or for 30 days spots.

Anyone having any experience with these places, or with other please leave some feedback. I think it will help a lot of developers to plan what to do with their budgets.

Thanks

[import]uid: 70003 topic_id: 35852 reply_id: 335852[/import]

Hi,

I was going to ask pretty much the same question.

We are looking at facebook ads and while we can get some decent stats on clicks it is hard to find any broad conversion rates for mobile apps being advertised this way.

We are also planning on having a reasonable agency write a press release and distribute it widely for us. There are lots of places out there that do fixed amounts of posting/promotion which can get the name out to lots of places in one go. (not spending more than $800 on this).

Realistically, if there is a commercial aspect to a game, then marketing is a must, but with so many apps competing for space, its hard to know where to start.

Jez [import]uid: 194492 topic_id: 35852 reply_id: 145741[/import]

We tested a lot of things too. I didn’t update this topic because it seemed to me that the community here is getting flooded with people who don’t have a business plan and just struggle their way to code their apps. For the technical part of coding it’s great, but it’s not enough to succeed.

Anyway I’ll share the results we had so far, maybe it will help someone and encourage others to share their experience too.

  1. Facebook Ads
    We tried promoting the game’s fan page: https://www.facebook.com/BooBooPets using CPM, CPC and their auto-optimizing options. It’s great that you can target very specific age groups and interests (which is a great plus for our game which is not for everyone). The cost for clicks/impressions is decent, but the actual value of the likes/users is not worth it in the end.

We are now trying to promote the actual game (itunes link). We expect to get better results because we can target only iOS users. But it will be hard to see the results because there’s no way to track the installs because Corona didn’t implement this api from Facebook.

  1. AdMob
    AdMob is cool because you can target people by country, age, gender and device. The downside is that people will tap accidentally a lot. If you researched this topic like we did, you would find that biding 0.01 per click will be enough to deplete your daily budget in minutes. It’s not the case anymore.

They have a way of tracking the conversions. We only implemented it in the latest update which we released today, so we’re still waiting for the stats and pushing more money to get some better idea.

  1. BuySell Ads
    I’m not going to name where I bought the ad spots, but I’m gonna say they are on some well known ones in ios apps.

I’m gonna share stats from 2 campaigns to get an idea:
Cost Clicks Impressions CTR
$150.00 89 44,232 0.20%
$137.50 36 23,062 0.16%

My conclusion is that they are only going to perform well with a huge budget and mostly for brand awareness, not actual conversions.

  1. Press Release
    We used prMac’s writing and distribution service. I’m very satisfied with their writing and their service. It didn’t generate any substantial downloads, but I think it’s important to have a professional press release to include in your press kit and sent the word out about your game. But unless your game is something revolutionary, it probably won’t be reviewed by big sites and you will get a lot of mails from smaller sites that published your press release to ask you to buy some ad packs from them.

  2. Word of mouth/of social media
    Integrate some viral social media features that make sens and that people will want to share with their friends. Just by asking users to share something that there’s no reason for them to share won’t get you anywhere.

  3. Getting featured by Apple
    We got featured in both subcategories of the game. The downloads increased a lot and started to go down to the regular number as the game went down to lower pages.

So making a good game (not revolutionary - if it’s revolutionary you probably won’t need a lot of marketing) will bring you that. But you should already have that in mind before starting coding it.

Sorry for the long post. I hope it will help someone who is researching this. And take everything I said with a bit of salt on it. It’s just our experience so far. Your game is not the same as ours, so take that into account.

Also our game is free (https://itunes.apple.com/app/booboo-pets/id597153210?ls=1&mt=8). For a payed game you should probably take a different approach on marketing. [import]uid: 70003 topic_id: 35852 reply_id: 145762[/import]

Thanks for the details, we are going with FB banners to start with, as they now link directly to the app in the app store. Also we can target mobile devices.

The click cost is about $2 so we will be watching closely to see how many downloads we get.

Also since the app is free and its other purchases and services that will bring in the income, it is hard to directly equate cost of acquisition to income.

 

I will update this thread as we go because it is hard to find good examples on the web to give you an idea about this stuff.

 

No-one’s approach is the same but at least we can get an idea based on others. 

Hi,

I was going to ask pretty much the same question.

We are looking at facebook ads and while we can get some decent stats on clicks it is hard to find any broad conversion rates for mobile apps being advertised this way.

We are also planning on having a reasonable agency write a press release and distribute it widely for us. There are lots of places out there that do fixed amounts of posting/promotion which can get the name out to lots of places in one go. (not spending more than $800 on this).

Realistically, if there is a commercial aspect to a game, then marketing is a must, but with so many apps competing for space, its hard to know where to start.

Jez [import]uid: 194492 topic_id: 35852 reply_id: 145741[/import]

We tested a lot of things too. I didn’t update this topic because it seemed to me that the community here is getting flooded with people who don’t have a business plan and just struggle their way to code their apps. For the technical part of coding it’s great, but it’s not enough to succeed.

Anyway I’ll share the results we had so far, maybe it will help someone and encourage others to share their experience too.

  1. Facebook Ads
    We tried promoting the game’s fan page: https://www.facebook.com/BooBooPets using CPM, CPC and their auto-optimizing options. It’s great that you can target very specific age groups and interests (which is a great plus for our game which is not for everyone). The cost for clicks/impressions is decent, but the actual value of the likes/users is not worth it in the end.

We are now trying to promote the actual game (itunes link). We expect to get better results because we can target only iOS users. But it will be hard to see the results because there’s no way to track the installs because Corona didn’t implement this api from Facebook.

  1. AdMob
    AdMob is cool because you can target people by country, age, gender and device. The downside is that people will tap accidentally a lot. If you researched this topic like we did, you would find that biding 0.01 per click will be enough to deplete your daily budget in minutes. It’s not the case anymore.

They have a way of tracking the conversions. We only implemented it in the latest update which we released today, so we’re still waiting for the stats and pushing more money to get some better idea.

  1. BuySell Ads
    I’m not going to name where I bought the ad spots, but I’m gonna say they are on some well known ones in ios apps.

I’m gonna share stats from 2 campaigns to get an idea:
Cost Clicks Impressions CTR
$150.00 89 44,232 0.20%
$137.50 36 23,062 0.16%

My conclusion is that they are only going to perform well with a huge budget and mostly for brand awareness, not actual conversions.

  1. Press Release
    We used prMac’s writing and distribution service. I’m very satisfied with their writing and their service. It didn’t generate any substantial downloads, but I think it’s important to have a professional press release to include in your press kit and sent the word out about your game. But unless your game is something revolutionary, it probably won’t be reviewed by big sites and you will get a lot of mails from smaller sites that published your press release to ask you to buy some ad packs from them.

  2. Word of mouth/of social media
    Integrate some viral social media features that make sens and that people will want to share with their friends. Just by asking users to share something that there’s no reason for them to share won’t get you anywhere.

  3. Getting featured by Apple
    We got featured in both subcategories of the game. The downloads increased a lot and started to go down to the regular number as the game went down to lower pages.

So making a good game (not revolutionary - if it’s revolutionary you probably won’t need a lot of marketing) will bring you that. But you should already have that in mind before starting coding it.

Sorry for the long post. I hope it will help someone who is researching this. And take everything I said with a bit of salt on it. It’s just our experience so far. Your game is not the same as ours, so take that into account.

Also our game is free (https://itunes.apple.com/app/booboo-pets/id597153210?ls=1&mt=8). For a payed game you should probably take a different approach on marketing. [import]uid: 70003 topic_id: 35852 reply_id: 145762[/import]

Thanks for the details, we are going with FB banners to start with, as they now link directly to the app in the app store. Also we can target mobile devices.

The click cost is about $2 so we will be watching closely to see how many downloads we get.

Also since the app is free and its other purchases and services that will bring in the income, it is hard to directly equate cost of acquisition to income.

 

I will update this thread as we go because it is hard to find good examples on the web to give you an idea about this stuff.

 

No-one’s approach is the same but at least we can get an idea based on others. 

Hi,

If you pay 2 dollars for a click, expect to have a cost per install of more than 2000 dollars. Exact. Normally you will get 0.1% of conversions…

It is a lot better to use revmob to advertise your apps or other pay per install system…

Best regards

Hi,

Indeed $2 per click is way too much.

I used AdMob and managed to get installs at $2, but not in the desired quantity. I only target important markets, not worldwide.

I’m curently running a CPI campaign on Flurry. Only after I increased the bid to $2.5 for one install, I started getting 10 installs a day, without using a daily cap on the budget (again on important markets), which kind of sucks for a free game. I might try going up to $3 to see if I manage to get some decent number of installs.

Anyone else willing to share his exprience with CPI campaigns?

Hi,

If you pay 2 dollars for a click, expect to have a cost per install of more than 2000 dollars. Exact. Normally you will get 0.1% of conversions…

It is a lot better to use revmob to advertise your apps or other pay per install system…

Best regards

Hi,

Indeed $2 per click is way too much.

I used AdMob and managed to get installs at $2, but not in the desired quantity. I only target important markets, not worldwide.

I’m curently running a CPI campaign on Flurry. Only after I increased the bid to $2.5 for one install, I started getting 10 installs a day, without using a daily cap on the budget (again on important markets), which kind of sucks for a free game. I might try going up to $3 to see if I manage to get some decent number of installs.

Anyone else willing to share his exprience with CPI campaigns?

I’ve been advertising on FB from a few weeks and I’m really satisfied.
I’m promoting a paid app (1.99$) on Facebook mobile and targeting a very specific target (basically young males who Like some pages similar to my app).
IMO, if you figure out exactly your target user, with fb is definitely very possible to have high CTR and installs. 

Need to try admob and flurry though

Well that’s the point of Facebook, to target audiences that might be interested in your product.

But how do you track installs from Facebook? They track it only with their sdk, they have no rest api or other alternative.

Nice topic~I am very curious about it.Well… there are many ad. platforms out there like what it says in this article. 

Top 50 Mobile Advertising Platforms in 2013    But to find the best one is really struggling, as it’s just like the question"where is the best place to sell my product" with limited budget. For my experience, I used admob at the end of 2011, the result is not so satisfying as it was just way too expensive with the CPA at US$2.5.

So it’s really a question that how to find “the one”? One factor that decides the final result is how the ads. are implemented. Like I found the banner ads are really annoying from the players side…so what ads. formats those ads flatforms use really matters the CTR and ROI…to recommend instead of pushing ads is important…

Think recommendations. Not ads.  

Facebook folks: following up on point #1 - any chance you can implement the API call to allow us to track app installs. My wife/financial consultant has been bending my ear about it for weeks… :slight_smile:

@crussell As for my reasearch, the api for tracking installs is availabe withing their sdk. There’s no http or rest api that we can use to track installs. Unless someone revers engineers their sdk and find out what they send with their request. Or if corona will implement that api, but there are other priorities anyway.

Hi All,

I am keeping an eye on this thread as i posted further up.

We have not yet launched our app, with about 4 weeks to go the discussions with the client about revenue are getting more and more frequent.

In the meantime we have updated some of our other apps using revmob.

We have 2 apps that get around 50 downloads a day (free apps) and i have just put a single pop-up at the start of the apps.

I feel that the app is useful (and free) so one ad on start up that can be cancelled is not unreasonable.

So far the update has not been downloaded by that many people, despite a user base of around 10,000.

I will post further findings here as we get them.

Thanks everyone

I’ve been advertising on FB from a few weeks and I’m really satisfied.
I’m promoting a paid app (1.99$) on Facebook mobile and targeting a very specific target (basically young males who Like some pages similar to my app).
IMO, if you figure out exactly your target user, with fb is definitely very possible to have high CTR and installs. 

Need to try admob and flurry though

Well that’s the point of Facebook, to target audiences that might be interested in your product.

But how do you track installs from Facebook? They track it only with their sdk, they have no rest api or other alternative.

Nice topic~I am very curious about it.Well… there are many ad. platforms out there like what it says in this article. 

Top 50 Mobile Advertising Platforms in 2013    But to find the best one is really struggling, as it’s just like the question"where is the best place to sell my product" with limited budget. For my experience, I used admob at the end of 2011, the result is not so satisfying as it was just way too expensive with the CPA at US$2.5.

So it’s really a question that how to find “the one”? One factor that decides the final result is how the ads. are implemented. Like I found the banner ads are really annoying from the players side…so what ads. formats those ads flatforms use really matters the CTR and ROI…to recommend instead of pushing ads is important…

Think recommendations. Not ads.