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Does Banner Ads Effective?

02-13-2012, 06:41 AM
#1
Joined: Jul 2011
Location: Jakarta - Indonesia
Posts: 33
Does Banner Ads Effective?

Dear all developers,

I am planning to launch a title in the next couple of months *finger crossed*, and I am now considering banner placement in website like this one and also its mobile version.

I've been asking around to other site and it is quite a big budget. Does anyone here have any experience that can be shared regarding this matter?
Also any recommendation about website preference?

Thanks in advance
02-13-2012, 07:43 AM
#2
Before you buy banner ads on websites, spend the money on a nice weekend with your girlfriend. You get more for your money. I say that even if I offer banner advertisement on my websites

Banner ad MIGHT be useful up to some degree only in mobile ad networks, like AdMob, although AdMob is cheating with numbers IMHO.

I can't speak for the other networks.

02-13-2012, 08:32 AM
#3
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,711
Therealtrebitsch, I'm curious what mobile apps/games you've advertised with banners and what kind of ROI you saw either in direct sales or overall brand recognition for you to dismiss them so quickly?
02-13-2012, 09:53 AM
#4
@hodapp: If you ask me so directly and you are a Toucharcade associate let me example with Toucharcade (which I didn't want to do originally): We advertised Alpine Crawler World here on Toucharcade. The game was #3 paid top overall and #2 paid games in the US before.

We paid here $2500 - $3000 (or so... can't remember anymore) for a banner being visible between news posts for a month and we had maybe 50 clicks although we got reports about 5 million or so views.

Now you can imagine, how many bought the game from those 50 clicks.

We can discuss about the art and presentation of the banner and other marketing blahblah, but I've heard them all and it doesn't matter.

We had other experiences as well, as advertisers and as AD-publishers, but I think, Toucharcade is the very best example. If you advertise here for iOS apps, you can take those numbers as absolutely maximum standard for any other website.

Banner ADs are dead and they were already dead when they were invented.

It can be useful with a marketing budget in the hundred thousand plus dollar range and for brand recognition, but not for direct marketing and for revenue. Small devs with a few hundred or even a few thousand dollar marketing budget should spend their money eswhere, not for banner ADs no matter how that ONE or TWO websites are visited and ranked.

That is my experience and my opinion.
And I don't mean it personally or try to make your business bad, but websites like Toucharcade (or even my websites) try to live from the fact, that there will be ALWAYS somebody, who wants to try before making his own opinion, because he wants to know for sure and don't want to think about "what would have been if..."

I mentioned AdMob and other networks because I made the experience, that there I at least get 1000 clicks for my 50 bucks.
If those clicks are real or not, is another story. They appear at least in the statistics.

Last edited by Therealtrebitsch; 02-13-2012 at 10:02 AM.
02-13-2012, 10:30 AM
#5
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,711
Eh I think in this day and age if you're designing your advertising campaign around clicks you're already doing things wrong. I know I personally download a ton of stuff I see advertised that looks interesting, but I just search for things on my phone instead of ever actually clicking anything. Freeverse used to have tons of brand recognition around here in the early days because they exclusively tied up our top banner spot for years. It didn't even really link to anything relevant either. I think that went a long way towards keeping people at least knowing about and vaguely interested in Freeverse?

That's a metric you can't really track, unfortunately. So, who knows.
02-13-2012, 02:08 PM
#6
Quote:
Originally Posted by Hodapp View Post
Eh I think in this day and age if you're designing your advertising campaign around clicks you're already doing things wrong. I know I personally download a ton of stuff I see advertised that looks interesting, but I just search for things on my phone instead of ever actually clicking anything. Freeverse used to have tons of brand recognition around here in the early days because they exclusively tied up our top banner spot for years. It didn't even really link to anything relevant either. I think that went a long way towards keeping people at least knowing about and vaguely interested in Freeverse?

That's a metric you can't really track, unfortunately. So, who knows.
It worked on me for NorEagle. But this kind of advertising takes a lot of time and money. You won't see instant results.

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02-13-2012, 02:42 PM
#7
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,711
Quote:
Originally Posted by Blackharon View Post
It worked on me for NorEagle. But this kind of advertising takes a lot of time and money. You won't see instant results.
I thought the NorEagle series of ads were fantastic.
02-13-2012, 03:03 PM
#8
Quote:
Originally Posted by Hodapp View Post
I thought the NorEagle series of ads were fantastic.
Agreed, those banners are the only reason why I remembered the name just now to post about it

Looking for a writer? PM me

Game Designer of:
Family Feud Matches Gaming with a side of Matchmaking!
Family Feud 2 My First Huge Apple Feature!
Pickpawcket
And more!
02-13-2012, 04:21 PM
#9
Joined: Dec 2010
Posts: 240
Don't tell anyone, but I think most people bough banner (or any advetising) with the hope to get in touch with the website editor...
It doesn't mean that your game will be reviewed on the front page (they still want to publish something interesting), but your email will probably be read.
02-13-2012, 04:24 PM
#10
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,711
Ad requests go to a different person that is completely removed from the editorial team. I don't even know about banners and skins that are in rotation until I see them live on the site along with everyone else.