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Kiloo分享如何将广告作为次级盈利方式

作者:Simon Moller

在Kiloo,我们自2009年首次在iOS上发布《Whac-a-Mole》时便使用手机广告网络。

广告是《Frisbee Forever》和《Bullet Time HD》的第二盈利工具,我们也在不断探索让游戏产生额外盈利的新方法。

自2011年4月刺激性奖励下载模式销声匿迹之后,“安装付费”营销市场显现。作为开发商,你可以在自己的应用中为其他应用做广告,如果你的用户下载了这款应用,你就能够获得0.5到3美元不等的报酬。

2011年4月以前,iOS平台上的直接用户获取一直由TapJoy的刺激性奖励模式所主宰。去年,苹果限制了这种行为。Chartboost、Playhaven和Flurry等公司填补了这个空缺。

2011年和2012年第1季度,除了IAP外,我们利用ChartBoost和AdColony获得了大量盈利。查看用户在iOS App Store上留下的数千条评论,抱怨这种广告形式的用户屈指可数。如果广告没有影响游戏玩法体验,用户就不会产生反感情绪。

我们以前尝试的广告形式

Admob和iAd条幅广告:eCPM极为有限,无法控制广告,无关联性,影响用户的游戏体验。

Nexage:与Admob等形式相比略有提升,但同样存在以上问题。

TapJoy:刺激性安装被禁后盈利能力有限。

目前仍在使用的有效方式

ChartBoost:每天在开启应用时显示1到2次的全屏插页式广告。eCPM介于4.5美元和40美元之间。以下是Kiloo在2011年的平均eCPM走势图。

monthly network CPM(from gamesbrief)

monthly network CPM(from gamesbrief)

AdColony:刺激性奖励视频广告。用户观看广告能够获得货币奖励。eCPM介于5美元和10美元之间。

我们希望尝试的方法

Flurry Video:刺激性奖励视频。可以作为AdColony的补充。

Playhaven:全屏插页式广告等方式。可以作为ChartBoost的补充。

结论

如果应用的DAU为10万到25万,那么使用ChartBoost和AdColony平均每天可以获得500到3000美元的盈利。如果用Flurry Video作为补充,或许还能够获得更多盈利。

此前,我们结合使用ChartBoost和AdColony获得了良好的成果,我们将继续使用广告作为次级盈利方式,只要用户不排斥即可。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

HOW TO MAKE $3,000 PER DAY FROM ADVERTISING IN YOUR FREE-TO-PLAY GAME

Simon Moller

At Kiloo, we’ve been experimenting with mobile ad networks since we first launched Whac-a-Mole on iOS in 2009.

We use advertising as a secondary monetising tool in both Frisbee Forever and Bullet Time HD, and are constantly but carefully exploring new ways of generating secondary revenue without churning players.

A market has appeared for Cost-Per-Install marketing after the fall of incentivized app downloads in April 2011. As a developer, you advertise other apps in your app and get paid anywhere between 0.50$ and 3$ when your users download the advertised app.

Up until april 2011, direct user acquisition on iOS was dominated by TapJoy with their incentivized installs. Apple severely limited this practise last year. Chartboost, Playhaven, Flurry etc stepped up and filled the space.

In 2011 and Q1 2012 we’ve generated significant revenue from primarily ChartBoost and secondarily AdColony in addition to IAP. Monitoring the thousands of reviews of our apps on the iOS App Store, I can count the number of complaints over the ads on one hand. Users have no problem with ads if they don’t interfere with their gameplay experience.

Advertising we tried in the past

Admob & iAd banners – Very limited eCPM, no control over ads, no relevance, annoys users in game

Nexage – mediation layer to Admob and others. Same problems as above

TapJoy – limited revenue after the fall of incentivized installs

What we are still using, this works

ChartBoost – Full screen interstitials shown 1-2 times a day at app launch. eCPM’s anywhere between 4.5$ and 40$ (rare, limited campaigns). Note chart of Kiloo’s average eCPM in 2011

AdColony – Incentivized video. Awards currency to users for watching advertising. eCPM’s between 5$ and 10$

What we’d like to try, but have no experience with

Flurry Video – Incentivized video. Can complement AdColony

Playhaven – Full screen interstitials & more, could complement ChartBoost

Conclusion

At 100k-250k DAU you will probably be able to average anywhere between 500$ and 3000$ a day depending on active campaigns if you use ChartBoost and AdColony. Possibly more with Flurry Video as backup if AdColony runs out of inventory.

We have been happy with ChartBoost and AdColony in combination in the past, and we will continue to use advertising as a secondary revenue stream as long as we feel our userbase is comfortable with the methods we apply.

Opinion: Stuff to look out for

Any kind of incentivized advertising. Being able to award users to watch and engage in advertising with virtual currency.

You should follow me @simonmoeller on twitter if you like more opinions on gaming trends, mobile developments and general rants. (Source: Game Brief)


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