Gwern's Law: Ads cost you a tenth of your users
71–80 of 323 posts
Re: Gwern's Law: Ads cost you a tenth of your users
#72> So now there are 4 independent quasi-/experimental datapoints (me, Pandora, LinkedIn, & Mozilla resp) showing that a standard load of ads vs no ads decreases total consumption/activity by 10–15%. From the tweet itself, this is 10% of activity, not users. Kind of suspect that someone misinterpreted their own data so significantly.
Re: Gwern's Law: Ads cost you a tenth of your users
#73I 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
Re: Gwern's Law: Ads cost you a tenth of your users
#74If 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?
App pricing is somewhat tricky, since most people hesitate to even pay $0.99. I personally wouldn’t just buy something without knowing if I’d like it or not. Descriptions and reviews may not always help in knowing that. Actually playing it certainly would.
Also consider keeping some exciting or challenging parts in the free set so that users can know what more to expect if they pay.
Re: Gwern's Law: Ads cost you a tenth of your users
#75If 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?
Paid upfront model is dead on iOS, unless you are some big shot company that will have their application featured on day 1.
Re: Gwern's Law: Ads cost you a tenth of your users
#76If 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?
Re: Gwern's Law: Ads cost you a tenth of your users
#77Although the echo effect is real, I have to say I do not and will not use Squarespace simply because of the ads. It's insane. Same music, same video over and over.
/rant
Re: Gwern's Law: Ads cost you a tenth of your users
#78Earlier quoted context omitted.
Are we controlling for SEO effect? Having ads on your site probably nerfs your Google ranking a bit.
Wouldn't the incentives go the other way? I'd imagine Google wants people to get to sites that serve ads from Google so they can collect fees.
There are tools that come with using ads that allow for insights into better SEO though - e.g. Adwords keyword planner.
Re: Gwern's Law: Ads cost you a tenth of your users
#79Re: Gwern's Law: Ads cost you a tenth of your users
#80> So now there are 4 independent quasi-/experimental datapoints (me, Pandora, LinkedIn, & Mozilla resp) showing that a standard load of ads vs no ads decreases total consumption/activity by 10–15%. From the tweet itself, this is 10% of activity, not users. Kind of suspect that someone misinterpreted their own data so significantly.
I disagree about it being a misinterpretation. They are measuring different things because they have to, but if you read the papers, you see that that's the net effect and most reasonable way to summarize them: an 11% reduction in intention to visit, a 9% reduction in total traffic, a similar reduction in total web browsing per individual, and in the case of LinkedIn, you can see both a decrease in users and activity…
It's possible for any of those activity metrics to go down 10% without losing any active users.