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Gwern's Law: Ads cost you a tenth of your users

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Re: Gwern's Law: Ads cost you a tenth of your users

#91
> @Piccirello: What viable alternatives exist that don’t directly charge the user and therefore disadvantage the less privileged? Is JavaScript-based crypto mining feasible?

That leads to an interesting thought. Ads are definitely one of the more egalitarian ways of getting payment from people, as they sap time and attention somewhat equally (or randomized along a fairly predictable spectrum not affected by most differentiators, I would think), and in proportion to how much you use something.

Also, the ones problematic form a privacy perspective likely screw people over equally as well.

Re: Gwern's Law: Ads cost you a tenth of your users

#92
post #87

Earlier quoted context omitted.

Why don't you use an adblocker or pay for YouTube premium to support your content creators.

My conscious choice NOT to pay premium. Content creators already get $$ for views.

Aren't youtube ads pay per click? In which case adblock doesn't cost the creator money (if you weren't going to click an ad), and their viewer/subscriber count is still normal (important for non-youtube sponsors)

Re: Gwern's Law: Ads cost you a tenth of your users

#93

I believe it. I've stopped playing games with ads altogether. I'd rather pay $40-60 for a game that keeps me in the story. I don't have time for ads. Apparently 90% of users do though, so they'll continue to fill up the "top games" lists and make it impossible for us to find good ad-free games in the app stores. Even worse now that google removed the "contains ads" tag from the play store top game lists. sigh

> I'd rather pay $40-60 for a game that keeps me in the story. I don't have time for ads.

Old-fashioned console and PC gaming is still a thing, though mobile inspired microtransactions are starting to creep into the market.

Re: Gwern's Law: Ads cost you a tenth of your users

#94
post #86
post #7

More detailed discussion of the 4 other datapoints: https://www.gwern.net/Ads#replication (I added McCoy et al 2007 just last night, so now it's 5 total: me, Pandora, Mozilla, LinkedIn, and McCoy et al 2007.)

It's often said that less than 10% of users click ads. If there would be way to identify those users with reasonably low false positive rate, you could annoy only small fraction of users and keep more of them (if you want to have them).

[deleted]

Re: Gwern's Law: Ads cost you a tenth of your users

#95

I believe it. I've stopped playing games with ads altogether. I'd rather pay $40-60 for a game that keeps me in the story. I don't have time for ads. Apparently 90% of users do though, so they'll continue to fill up the "top games" lists and make it impossible for us to find good ad-free games in the app stores. Even worse now that google removed the "contains ads" tag from the play store top game lists. sigh

> I'd rather pay $40-60 for a game that keeps me in the story. I don't have time for ads. Old-fashioned console and PC gaming is still a thing, though mobile inspired microtransactions are starting to creep into the market.

Yes and I am very appreciative of companies like Nintendo who keep the art alive. I feel the phone market has untapped potential still.

Re: Gwern's Law: Ads cost you a tenth of your users

#96

Earlier quoted context omitted.

Maybe release a couple of levels for free and if they like it they can buy the full game?

I have made an app for iOS, and it is about helping children between on the ages 4-8 read. It took me 1 second to decide "free with ads" vs "0.99". It costs 0.99, and I don't regret the 'small' sales. I prefer that people's children are not tracked by advertisers, facebook (that bloody ping on 31.13.x.x) and other trackers.

Is sales income less than you'd expect with ads?

Re: Gwern's Law: Ads cost you a tenth of your users

#97
A site with ads is guaranteed to not care about how you use it. A site that takes your money is one that will care about the experience. Seeing an ad is an instant “if I can’t use reading mode I just block the site”. Life is too short to waste your attention on people selling you crap.

Re: Gwern's Law: Ads cost you a tenth of your users

#99
post #44

If a game doesn't offer any way to pay to remove ads, it's an instant uninstall for me. If a game does offer it, but doesn't let me play for long enough to decide whether I like the game before it starts serving up unskippable ads, I uninstall it. Most games simply don't give enough time to decide if you even like it before they start throwing ads at you. That seems like a terrible policy in general, regardless of wh…

I’m about to release a fun little ambient physics based puzzle game on iOS and have been debating this. To me ads are a stain on what I consider my art. But at the same time I want to monetize and wonder if people will skip over a $1.99 download. What do you think? Ads with the option to unlock? Seems gross though... maybe free with paid version that includes level editor or additional level packs?

Unless I know of your earlier games or I've had it recommended to me either personally or if you're lucky enough to be chosen for the Editor's Pick on the App Store i'm not very likely to pay for a game or apps in general.

I think level packs are pretty much a match made in heaven for puzzle type games, as are selling credits for hints.

Be sure to include at one or a few hours of gameplay for free, that seems like a nice balance. Updating with new level packs every now and then (both paid and free) is a good way to keep people excited and get additional income from people who really enjoy the game.

Selling additional color/texture themes might also be a way to increase sales.

Re: Gwern's Law: Ads cost you a tenth of your users

#100
post #44

If a game doesn't offer any way to pay to remove ads, it's an instant uninstall for me. If a game does offer it, but doesn't let me play for long enough to decide whether I like the game before it starts serving up unskippable ads, I uninstall it. Most games simply don't give enough time to decide if you even like it before they start throwing ads at you. That seems like a terrible policy in general, regardless of wh…

I’m about to release a fun little ambient physics based puzzle game on iOS and have been debating this. To me ads are a stain on what I consider my art. But at the same time I want to monetize and wonder if people will skip over a $1.99 download. What do you think? Ads with the option to unlock? Seems gross though... maybe free with paid version that includes level editor or additional level packs?

Free, with $pay option for cosmetic upgrades, bonus levels, more save-game ability, and another non-core gameplay features.

Gentle house ads to upgrade to the paid version for more fun.

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