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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

#82
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 donation/extra for features.

I don't know why people even consider ads for games.

If a game/application has the "have ads" under the install button, i don't even install it to check it out. Because I know that even if i am not seeing ads, the framework is underneath the game, collecting data just the same.

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

#83
post #77

I have been seeing Squarespace ads on YouTube nearly for every video. I hate it and I just gives thumbs down hoping it will go away. Nope. Although 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

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

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

#84
post #15

I assumed this would be the case and removed ads from my web game about a year ago. But didn't see a difference with traffic or retention (granted, I didn't A/B test it! I removed them 100%). Which was disappointing. The only difference I noticed is that I lost that revenue (5 figures). But probably depends on volume and/or type of ads? [EDIT] Clarified re: traffic

>web game

Possible the 10% were using adblockers, and so didn't notice the change.

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

#85
post #4

Only if they are done intrusively. Nobody cares about the ads on CrossMe, for example...but Jewels Jungle, the interstitials may aggravate a small number.

I have troubles with the concept of a "non-intrusive" ad - If you don't notice it to any degree, it's not doing its job, and if you DO notice it to any degree, it's intrusive and disruptive (to a matching degree) I think you mean "Nobody cares ENOUGH" rather than "Nobody cares", and that's a big distinction.

> If you don't notice it to any degree, it's not doing its job

That's a subjective statement. The giant billboards of pepsi with a celebrity doesn't register as an Ad as much as a recognition of someone of interest with a subliminal associative positive reinforcement of a brand. Nobody cares about what Matthew McConaughey thinks about cars, but everyone knows he's associated with a specific brand. Ewan McGregor, in contrast, is quite the motorcycle aficionado (https://moneyinc.com/five-celebrities-love-motorcycles/).

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

#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).

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

#87
post #77

I have been seeing Squarespace ads on YouTube nearly for every video. I hate it and I just gives thumbs down hoping it will go away. Nope. Although 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

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.

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

#88

Earlier quoted context omitted.

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?

I think the classic "shareware demo" model is a good one, have some free stuff to introduce the user and make sure they like the game, then give them a wall and tell them to pay if they want more. It's fair to them and fair to you. It doesn't violate their privacy, it makes sure your customers actually want to be your customers (reducing chargebacks because the game has an issue for someone) and you get paid without…

I love the shareware concept. I think ads and baiting people into MTX due to the psychology of humans is making companies too much money to ignore.

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

#89

Earlier quoted context omitted.

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?

I think the classic "shareware demo" model is a good one, have some free stuff to introduce the user and make sure they like the game, then give them a wall and tell them to pay if they want more. It's fair to them and fair to you. It doesn't violate their privacy, it makes sure your customers actually want to be your customers (reducing chargebacks because the game has an issue for someone) and you get paid without…

I miss this model for games. Demo disks were my favorite thing in the world. I'd play a demo a dozen times or so before I decided that it was worth begging a parent to buy the game for me.

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

#90
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 ' in the list of purchased apps. But I'm amazed at how consumer-hostile game companies have gotten; I guess the ads must pay out the wazoo. It makes me really hesitant to try any new mobile game, especially since I don't really have much time for them these days. I'm not going to spend 30 seconds out of every 1-5 minute diversion watching an ad, that's ridiculous.

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