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Martin

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Reply with quote  #1 
Hey all. I discussed this a while back but wanted to follow up on it.

Has anyone been showing chartboost video ads in your game, or any other video ads to make revenue? I'm wondering if you've seen an increase in revenue because of this?

At the moment we're only showing video ads sometimes from applovin.com and the revenue seems quite good, but I don't know how many videos ads specifically are being shown.

Can anyone share some data on revenue increase / decrease or ecpm in your games for chartboost video ads?

Thanks for any help all [smile]
If we get them added in our games I'll be sure to share the data.

Chat soon
Martin
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Grumpy

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Reply with quote  #2 
I used Chartboost ads for a bit and I was getting about $0.03 for a completed view. The revenue is also a lot less blocky and more predictable. I think for me it worked out that if each completed view = impression I would be getting over double what I got with static ads. But not every impression = a completed view and I saw the number of impressions go down (I assume because people didn't like being forced to watch a 15 sec ad).

I think all in all it worked out that video ads were better in terms of revenue but damaged the long term health of the game. So I've stopped using them.

But this was all a few months back and I didn't do extensive tests so take what I've said with a pinch of salt.

I think rewarded video ads can be really successful - I want to try using those.
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Martin

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Reply with quote  #3 
Hey Grumpy, thanks for the reply and details.
I think with Chartboost they give you revenue for a completed view, and then you make revenue if the player downloads the game too.

Thats a good point about the long term health of the game. I would include video ads in our smaller games, but the bigger games we're working on I think it's best to just use the static interstitials.

Yeah I heard that the Fun Run 2 game had a 70% increase in revenue after using rewarded video ads, but that was a report from the chartboost blog. I think we'll get these added soon though since getting players to make an in-app purchase is like getting blood from a stone, especially on google play. But we really need to improve our IAP strategy since we seen quite a big drop in chartboost revenue this past couple of days.

Chat soon [smile]
Martin
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DavidZobrist

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Reply with quote  #4 

Annoying people with ads and giving them the chance to remove them through in-app works pretty good on my couple last games. (cookie clickers) Specially on Google play right now 20 times higher conversion compared to the iOS version.

I am trying out video interstitials right now, for a week. Let's see.

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EpicStudios

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Reply with quote  #5 
After using video ads for a few months what I have learnt is that if your game is on where the user will play for a while and not uninstall it right away video ads work. So something likes martins snipperxxx game would probably work well with them.

On the other hand games with a short player retention would be better off with interstitials since they are more likely to quit the game and try another getting an install for you.

Reward video is always a good idea regardless of the game type since it is optional so only people who want it will use it.

I would check the game DUET on google play. They did a really good job with video ads. I must have watched at least 40 videos in my play through of the game and was OK with it.

Good luck [wink]
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