Need help with monetizing my game.

For people who have implemented a successful monetization setup, what are you using for ad networks?

 

I’m working on a game with Corona SDK, but have another game built with a different software. This game was just released a few days ago and so far has about 25 active users who have played everyday. I’m using AdMob for monetization and get about 1000-1200 impressions per day…BUT…nobody EVER clicks on the ads. Therefore, my revenue is $0.00. There is an interstitial on the main menu, and once every 3 game overs. There is also a banner ad at the bottom of the home screen, shop, the help/info page and pause menu. None during gameplay because it tends to annoy people.

 

I want to get this figured out and implemented in the game I’m using Corona SDK to build before release. Can anyone offer some guidance? Ad networks you’re using, ad placement…etc? I hear so many people talk good about AdMob but I just wonder what they’re doing. Apparently they only pay per click and from my experience, people don’t usually click ads.

 

Any help and guidance would be greatly appreciated.

 

Nick Smith

Lead Game Developer

Notorious Labs

Banners are almost useless during game play.  Interstitial ads are about the only ads that are effective in games.

Rob

Yeah, I noticed that. I’ve got admob interstitials on the main menu and once every 3 game over screens. Nobody clicks them. I could see where it could be profitable if people actually DID click on them considering I tested it out by clicking ads about 15 times and my revenue went up to almost 5 bucks the other day.

Do you have any success with people clicking ads? I’m guessing the chance of people clicking will increase along with the user base? =/

Be careful clicking on your own ads.  If Google figures out you’re doing that they can kill your account.

People click on ads they want to click on.  Perhaps since your app is fairly new, you may not be getting the best ads.  As your app grows this can improve.  Many games are using reward techniques (watch a video, get extra coins).  This type of incentivized ads has to be tread upon carefully.  Advertisers want people to organically click on ads.  But the video ad model, there is value in getting the customer to just see the ad.  Part of our parent company FusePowered’s offering is a way to work ads in with in app purchases that allow legal incentives.  It’s in closed beta now. 

One other thing is to add an in-app purchase to allow turning off the ads. 

Rob

Or the other idea which I’m thinking about adding in my games is adding a ‘free continue’ option if they watch an ad.

Eg, The user scores 10.  The game over screen appears, however you give the option to continue from the score of 10 if they watch an ad.  I’m not sure how effective it is but surely if you were 5 pts behind your friend you’d watch it right?  :-)  Dunno.

The games ‘Move The Walls’ and ‘Radical’ that I know do this.

Here’s an interesting blog post on rewarding users for watching video ads: https://www.chartboost.com/blog/2015/03/top-rewarded-placements-mobile-game-video-ads/

Banners are almost useless during game play.  Interstitial ads are about the only ads that are effective in games.

Rob

Yeah, I noticed that. I’ve got admob interstitials on the main menu and once every 3 game over screens. Nobody clicks them. I could see where it could be profitable if people actually DID click on them considering I tested it out by clicking ads about 15 times and my revenue went up to almost 5 bucks the other day.

Do you have any success with people clicking ads? I’m guessing the chance of people clicking will increase along with the user base? =/

Be careful clicking on your own ads.  If Google figures out you’re doing that they can kill your account.

People click on ads they want to click on.  Perhaps since your app is fairly new, you may not be getting the best ads.  As your app grows this can improve.  Many games are using reward techniques (watch a video, get extra coins).  This type of incentivized ads has to be tread upon carefully.  Advertisers want people to organically click on ads.  But the video ad model, there is value in getting the customer to just see the ad.  Part of our parent company FusePowered’s offering is a way to work ads in with in app purchases that allow legal incentives.  It’s in closed beta now. 

One other thing is to add an in-app purchase to allow turning off the ads. 

Rob

Or the other idea which I’m thinking about adding in my games is adding a ‘free continue’ option if they watch an ad.

Eg, The user scores 10.  The game over screen appears, however you give the option to continue from the score of 10 if they watch an ad.  I’m not sure how effective it is but surely if you were 5 pts behind your friend you’d watch it right?  :-)  Dunno.

The games ‘Move The Walls’ and ‘Radical’ that I know do this.

Here’s an interesting blog post on rewarding users for watching video ads: https://www.chartboost.com/blog/2015/03/top-rewarded-placements-mobile-game-video-ads/

Hi Nick,

Just thought I’d chip in here and address some of your questions - Have you tried using AdBuddiz at all? We support Corona on both Android and iOS :) 

We currently offer high-quality interstitials and video (rewarded and non-reward) and work on both a CPI (per install) and CPM (per impression) basis, which has helped to maximise revenues for our publishers.

We highly recommend displaying ads at key points within your app, so as not to disrupt the user experience (ie. in-between levels, at the opening/close, for instance). 

With regards to rewarded video ads, one advantage is that once you reward the user (with in-app goods, virtual currency, or any content provided by the app), they will be more likely to install the app afterwards, which you will be paid for :slight_smile:

If you have any questions, please feel free to contact me at clara@adbuddiz.com or PM me.

Hi Nick,

Just thought I’d chip in here and address some of your questions - Have you tried using AdBuddiz at all? We support Corona on both Android and iOS :) 

We currently offer high-quality interstitials and video (rewarded and non-reward) and work on both a CPI (per install) and CPM (per impression) basis, which has helped to maximise revenues for our publishers.

We highly recommend displaying ads at key points within your app, so as not to disrupt the user experience (ie. in-between levels, at the opening/close, for instance). 

With regards to rewarded video ads, one advantage is that once you reward the user (with in-app goods, virtual currency, or any content provided by the app), they will be more likely to install the app afterwards, which you will be paid for :slight_smile:

If you have any questions, please feel free to contact me at clara@adbuddiz.com or PM me.