igLoader V2 - Self-funding web games.
Miscellaneous Forums/General Discussion/igLoader V2 - Self-funding web games. Has any signficant ad revenue been delivered yet?
Hi John,
We have generated more ad-revenue in the three days since launch than we did for the previous month on Cloverleaf games. Bear in mind that the adverts that are currently served are of a genernal nature and as such do not pay as well as targetted campaigns.
Typically we sell 1 game per 1000 web game plays, that's about $0.02 per web play. We are just completing a deal with a new sponsor that will pay between 3 and 9 cents per impression. A bit of quick math tells me that we've just increased our revenues by a minimum of 50% and maybe as much as 450%
We have generated more ad-revenue in the three days since launch than we did for the previous month on Cloverleaf games. Bear in mind that the adverts that are currently served are of a genernal nature and as such do not pay as well as targetted campaigns.
Typically we sell 1 game per 1000 web game plays, that's about $0.02 per web play. We are just completing a deal with a new sponsor that will pay between 3 and 9 cents per impression. A bit of quick math tells me that we've just increased our revenues by a minimum of 50% and maybe as much as 450%
You should do some kind of system where you take some small cut from the ad revenue in exchange for completely free licence to use the igloader.
That way, you will encourage developers to use it (as its completely risk free for them), which will mean more users download the player software.
Also you could link other games that use igloader together. Sorta like a built in portal, which links peoples games. Of course this should be an op-in situation. But by opting in, people can arive at your game from playing others, and also leave. This would benefit all the developers (and you) alot, by providing loads of different types of game for the user to play, without having to leave the igloader enviroment and go out looking for other games services.
That way, you will encourage developers to use it (as its completely risk free for them), which will mean more users download the player software.
Also you could link other games that use igloader together. Sorta like a built in portal, which links peoples games. Of course this should be an op-in situation. But by opting in, people can arive at your game from playing others, and also leave. This would benefit all the developers (and you) alot, by providing loads of different types of game for the user to play, without having to leave the igloader enviroment and go out looking for other games services.
id think about using this if it was a free service with a small % taking from the revenue.
Has any signficant ad revenue been delivered yet?
Indiepath, I think he means some example figures as that's what I am interested in. Whats the bottom line (whats a typical payout to a developer currently at)?
It's probably too soon to be asking for those types of figures, however asking never hurts :-)
So you are looking at $30 add revenue (1000 * 2c +50% from new sponsor) per actual sale. And of course the revenue from the sale is added on. So a $20 game sale brings in $50 revenue?
Or am I misunderstanding the process?
Or am I misunderstanding the process?
On average a web play generates us $0.02, we say this as every 1000 plays generates $20.00 in license fees. Now as an example lets say we now have adverts running and they generate $0.03 per web play, regardless of whether we sell a full license or not.
So yes, in this example a $20 game sale actually brings in $50 of revenue.
This also answers the question as to why we don't give igLoader for free.
So yes, in this example a $20 game sale actually brings in $50 of revenue.
This also answers the question as to why we don't give igLoader for free.