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How effective is PAID marketing through iAds/FB/Google?

11-10-2014, 08:00 AM
#1
Joined: Dec 2013
Location: Australia
Posts: 20
How effective is PAID marketing through iAds/FB/Google?

Hi guys,

We are about to launch our first game soon on the iOS market for Xmas

As well as promoting through twitter, review sites, etc, - We want to spend a little bit on PAID marketing (~$4,000 USD max).

Does anyone have any results/info (or link) to determine how effective paid marketing is through iAds/Facebook/Google?

More specifically info on install % for $ spent rather than just visit traffic alone.

or tips on best way to spend $ on marketing

Thanks!
11-10-2014, 01:57 PM
#2
Joined: Sep 2014
Posts: 102
I have heard that marketing on Facebook can be pretty effective, as you're able to target very specific users, which is valuable if you have a niche premium game like ours.

We got some pretty promising looking numbers, but we've only just integrated the facebook SDK so we don't have the data yet to work out how many of the clicks are converting into actual installs. Fingers crossed we'll be in the magic position of being able to make money from advertising, but I'm not counting on it.

I suppose that'd be my advice. Whatever choices you're making, make sure you're measuring the results as well as you possibly can.

11-10-2014, 11:52 PM
#3
Joined: Dec 2013
Location: Australia
Posts: 20
Thanks Columbo, I had a good look into Facebook's marketing platform as well. Seems promising from what I read, hope you guys do well.

I combed through the net and found this link to be pretty useful:
http://www.mobyaffiliates.com/blog/w...ting-networks/

Thinking about using: Chartboost, Facebook & iAds to promote our iOS mobile game.

Hope you guys found this link useful, and anyone with inputs/experience to share using these marketing platforms would be greatly appreciated
11-11-2014, 06:52 PM
#4
Hey s0ckman,

Is your game free or paid? Does it have a currency system where players need to earn currency?

An idea that we implement in all of our games is to reward players with in-game currency for Facebook likes to our game's Facebook page. That will help your game grow virally in addition to any marketing you do.

Jeff
11-11-2014, 08:26 PM
#5
FB install ads

Hi guys, I'm part of a marketing team here in Korea that works to help Korean indie games enter the global market.

From my experience, FB ads is great. It's expensive, but because users aren't artificially incentivized to download, you get way better retention. It's important to note the following though when you do Facebook CPI.

Testing is absolutely crucial. And when I mean testing, I mean you have to create hypotheses about user segments you think will work and then test them at low budgets to see if it actually does work. When we market games, we make all sorts of test groups: users we think will like our game, users we think will hate our game, female only groups, male only groups, etc etc. And then we test test test until we achieve a pretty low CPI; then we start applying the budget.

Ad exhaustion is real. People get tired real quick if you use the same creatives over and over. Make sure to create a batch of creatives before you even start advertising, some funny, some serious, in all different colors and so forth.

Fanpages are important. If you have no fanpage and just run CPI ads only, FB won't like you as much -- your game just won't seem as trustworthy. A fanpage allows FB to check whether your game and its users are real, so they're more willing to give you better ad opportunities.

Email me if you have any more questions, I'm at dan.seo@latisglobal.com

Good luck indies, it's a hard but challenging road.
11-11-2014, 09:49 PM
#6
Joined: Dec 2013
Location: Australia
Posts: 20
Quote:
Originally Posted by KillerBean View Post
Hey s0ckman,

Is your game free or paid? Does it have a currency system where players need to earn currency?

Jeff
Our game will be paid on iOS, Free on Android (with paid option to remove ads), both with no In-App Purchases.
11-11-2014, 09:51 PM
#7
Joined: Dec 2013
Location: Australia
Posts: 20
Thanks for the advice LatisGlobal, we'll def take all that on board!
11-11-2014, 10:05 PM
#8
Joined: Oct 2014
Location: New Zealand
Posts: 15
would love to know how this pans out
11-12-2014, 01:22 AM
#9
Joined: Aug 2013
Posts: 1,065
well chartboost does cpi but i don't know how that would work with a paid game. I get paid a few dollars per install normally which I guess shows you how much it costs.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
11-15-2014, 11:00 PM
#10
Joined: Nov 2014
Location: China / Canadian
Posts: 605
Send a message via Skype™ to 1stSPIN
Quote:
Originally Posted by s0ckman View Post
Hi guys,

We are about to launch our first game soon on the iOS market for Xmas

As well as promoting through twitter, review sites, etc, - We want to spend a little bit on PAID marketing (~$4,000 USD max).

Does anyone have any results/info (or link) to determine how effective paid marketing is through iAds/Facebook/Google?

More specifically info on install % for $ spent rather than just visit traffic alone.

or tips on best way to spend $ on marketing

Thanks!
Next week I will run a banner ad on this site and let you know the results.

I built a multi million dollar business using web ads and believe it is a good method to get traffic. Then of course your game is going to have to do the rest. If you can get that critical mass needed to get your game kick started it could climb fast. Good Luck. Thanks for the Face Book Info