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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

#251
post #32

I believe it. There are a lot of games that I downloaded from the app store and really liked initially. However, I noticed a pattern. At first, ads seemed to be optional (i.e double your gems by watching an ad!) However, after about 10 minutes of playing, I'd see an ad. No big deal. But then it got more and more aggressive. Pretty soon there was an ad after every single level, (plus the bonus ad if you want to double…

One of my favorite mobile games (an old Popcap title) used to have a version which cost ~$10 and was just a no-frills port of the original. No ads, no permissions beyond file storage, no issues working offline. But you can't buy that anymore; now the only option is a 'free' version which has ads that you cannot pay away. Fortunately I can still download the old version from the app store; now it is called 'zzSUNSET '…

Unless the games you play are realtime, you can VPN out. When you have an IP of a country not interesting for ad networks, you'll essentially have ad-free internet. Very few ads in a language you don't understand anyway.

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

#252
post #189
post #108

Earlier quoted context omitted.

Parents today have to train kids early. Mine learned by age 3 that any non-animated video content on YouTube was an ad that needed to be skipped. Not perfect, but a great start. Constantly drill into them that these are ads, and ads are bad people trying to trick them, and that ads should be avoided, in apps, websites, billboards, etc. I'm not any advertising, but the only good ad is an ad I asked to see, as when I'm…

I really shouldn't suggest this because it is definitely a bug that I enjoy exploiting, but on YouTube, if you hit the next video link then immediately hit back on the browser, the ads all clear. As in all the yellow ad markers disappear. So no annoying mid video ads at all. My default YT viewing is click link, click next, hit delete. This is on my Macbook and all three major browsers Safari, Chrome and Firefox. ...…

Sadly, on mobile (youtube app, ios) once the ad comes up you are locked in, and the next/previous buttons go away. I was watching on mobile the other day and accidentally clicked either next or previous. Got immediately sucked into an ad, and had to wait several seconds before returning to the content i actually wanted to watch.

most of the time i try to use the web-view instead of the app. i see way less (or maybe zero?) ads there.

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

#253
post #32

I believe it. There are a lot of games that I downloaded from the app store and really liked initially. However, I noticed a pattern. At first, ads seemed to be optional (i.e double your gems by watching an ad!) However, after about 10 minutes of playing, I'd see an ad. No big deal. But then it got more and more aggressive. Pretty soon there was an ad after every single level, (plus the bonus ad if you want to double…

I had something similar happen with a Chinese learning app. First week everything was fine, get an add every 20-30 minutes, no biggie. App was well organized (all info in it is easily available elsewhere), so I was okay with it. Then an update happened and I was getting full screen 10 second ads 2-3 times a minute. They would interrupt games where it was speaking at you (you get docked if you click for a second listen). Clearly this was a bug, so I messaged the developed and they got hostile (nice in the playstore response though) and told me if I didn't like ads I should buy their ad free one ($10 per app (I'd be happy to pay that for all 6, even a little more)).

Not one for dark patterns, I'm happy to say don't use the Chinese HSK app by Around Pixels.

I just don't get why this behavior is becoming so common. I don't understand why advertisers would support it either. If someone is clicking on your app only because they did it by accident (like this app frequently caused me to do), that's going to make the user also frustrated with your product. Supporting this behavior is actually harmful to your product.

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

#254
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?

My personal opinion can be distilled from what the OP said. Let us try the game first. I'm happy to buy games, especially since I can get playstore credit from surveys. But if you bombard me with ads (at any point) I'll actually take the time to rate your app. I don't have a problem with ads, I have a problem with intrusive ads and dark patterns.

But lure me in. Show me your game is fun. With a puzzle based game you can have the first couple levels be free then make a popup about continue with ads or upgrade. I'd respect that a lot.

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

#255

This is interesting and valuable analysis. Despite a lot of people in this thread saying "See! I told you ads are user toxic!" I'd easily make this tradeoff if I had no/limited other sources of revenue. Two additional questions I have are: 1) Which 10% of users churn because of ads? Are these just average p50% actives or are they power users who evangalize your product? 2) What's the effect on annual growth rate?

I think the real key takeaway is the graph he has about what type of ads are served. I'll deal with inline ads, but I'm closing the window if you think a popup is okay.

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

#256

Earlier quoted context omitted.

One of my favorite mobile games (an old Popcap title) used to have a version which cost ~$10 and was just a no-frills port of the original. No ads, no permissions beyond file storage, no issues working offline. But you can't buy that anymore; now the only option is a 'free' version which has ads that you cannot pay away. Fortunately I can still download the old version from the app store; now it is called 'zzSUNSET '…

Your best option by far for mobile gaming (if you're on Android) is to install an emulator for an old console/handheld and download/rip some games. It's unfortunate how bad the state of mobile gaming is, considering how powerful today's phones are.

So much this... I had paid for an ad-free version of risk (which was great, could play a few turns at a time and no messing with all the setup and pieces) that started adding ads in. Well, mobile gaming isn't much use to me if it isn't something I can do a few minutes at a time, and I'll be damned if 1/2 of that time is wasted on ads.

Ive just taken to replaying old JRPGs from my childhood, they're very compatible with that playstyle. Sure, a battle may take 2-4 days to complete, but it's much more entertaining.

I think this is a huge reason a game like Clash of Clans has done so well. I could never get into it, but my brother has been playing steadily for 4 years. He likely only spends 10-15/year, but the devs haven't annoyed him enough to quit. It's the worst sort of pay-to-avoid waiting game, which is why I couldn't stand it, but somehow still less exploitative than most of the competing mobile games.

I'm just so disappointed that I'm carrying around a far more powerful device than even a PC from my childhood, and some of the best gaming experiences are old console games.

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

#257

Earlier quoted context omitted.

This is not ethical.. but here is a work-around. On Android devices, install the (free-and no ads) 'NoRoot Firewall'. Then it takes some minutes to get used to it, but you ONLY 'Allow' connections that the game needs to operate (e.g. everything that goes to port 443 is an indicator, or everything to/from Akamai, AWS, Azure, Cloudfront), and 'Block' everything that goes to port 80 (which usually is AdJust, doubleclick…

> On Android devices, install the (free-and no ads) 'NoRoot Firewall'. I installed it at some point, but then I wasn't sure how it was any different from the data usage settings in the app properties? There are options to disable Wi-Fi and data there too.

As per OP, using NRF you can fine-tune what is blocked and what is not. Say, for a game with an online component you would want to allow the game to access game servers, but not the advertisement servers.

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

#258

Earlier quoted context omitted.

One of my favorite mobile games (an old Popcap title) used to have a version which cost ~$10 and was just a no-frills port of the original. No ads, no permissions beyond file storage, no issues working offline. But you can't buy that anymore; now the only option is a 'free' version which has ads that you cannot pay away. Fortunately I can still download the old version from the app store; now it is called 'zzSUNSET '…

Unless the games you play are realtime, you can VPN out. When you have an IP of a country not interesting for ad networks, you'll essentially have ad-free internet. Very few ads in a language you don't understand anyway.

I've been running NetGuard with default-block on apps.... and I've been loving it. Most games don't need internet access, and no internet means no ads.

It boggles my mind that internet is not a revokable permission. Anywhere. I'd be happy to give X access to e.g. contacts, as long as it cannot upload that info, but until I ran a local VPN that hasn't been an option at all.

Why are (stock) mobile permissions so user-hostile?

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

#259
post #206
post #32

I believe it. There are a lot of games that I downloaded from the app store and really liked initially. However, I noticed a pattern. At first, ads seemed to be optional (i.e double your gems by watching an ad!) However, after about 10 minutes of playing, I'd see an ad. No big deal. But then it got more and more aggressive. Pretty soon there was an ad after every single level, (plus the bonus ad if you want to double…

Did you try gaming with data and wifi turned off? It might help stem the tide of ads...

That doesn't prevent the following scenario:

* play the game in an airplane mode

* switch to another activity and turn on the internet

* game prefetches an ad or even several while in the background

So next time you launch the game you'd have to see those cached ads. It's definitely better than having the game fetch and shove them in your face all the time, but still it isn't a complete solution in this case.

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

#260

Earlier quoted context omitted.

One of my favorite mobile games (an old Popcap title) used to have a version which cost ~$10 and was just a no-frills port of the original. No ads, no permissions beyond file storage, no issues working offline. But you can't buy that anymore; now the only option is a 'free' version which has ads that you cannot pay away. Fortunately I can still download the old version from the app store; now it is called 'zzSUNSET '…

I think it's partly that the kind of person that pays $10 for an app is also the kind of person that advertisers actually want. So even if your average revenue/user for a free app is $10.

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