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Incentivized video ad experiences

03-04-2015, 12:21 PM
#1
Joined: Mar 2015
Posts: 2
Incentivized video ad experiences

Has anyone implemented incentivized video ads that would like to share your experience. What network do you use? How much money do you make per video view?

I've implemented it into my game, I'm using both Flurry and Chartboost. Both seem to pay out about $0.01 per video view, This seems really low.
03-04-2015, 02:24 PM
#2
Quote:
Originally Posted by InkForgedStudios View Post
Has anyone implemented incentivized video ads that would like to share your experience. What network do you use? How much money do you make per video view?

I've implemented it into my game, I'm using both Flurry and Chartboost. Both seem to pay out about $0.01 per video view, This seems really low.
It depends on a lot of factors. From my experience I think some of the biggest ones are how popular your game is and what kind of game it is. I use AdColony and Chartboost and AdColony performs better, however you must really get a lot of views to make it worthwhile. When I had about 30,000 downloads in a couple days the revenue was at about $10/day. Granted the "Watch a video for coins button" was not in a prime spot so I didn't capitalize on the potential views like I could have.

$.01 to $.20 is the range that I earn from video ads. Rarely do I ever exceed that. So you're just on the low end right now. If Crossy Road can make a million bucks + with this strategy obviously it works, but just like any other game (crossy road included) you must have a large userbase and you must have your incentivized video ad message front and center... somewhere users will click it! that's important.

03-05-2015, 06:32 AM
#3
Joined: Sep 2013
Location: Auckland
Posts: 114
Most of them pay on a per install rate I have found, so you tend to get pretty much nothing, then like a spike of $1.50 or so some hours when someone clicked the video and installed the app.

Because its a pay per install it only really works for you if you are getting a lot of views.

We use AppLovin, for one of our apps, we had 262,037 video views in the last 30days (8734 views per day), with an eCPM $2.76, so that works out at about $0.003 per video view. Making about $25 per day.
03-05-2015, 06:49 AM
#4
Joined: Mar 2015
Location: Appstores
Posts: 28
Chartboost Video in an iOS app. eCPM about $10 - you still need lots of viewers to get $10. It's easier to get $10 with fullscreen ads.
03-05-2015, 07:08 PM
#5
Have you tried integrating any brand video ads? I haven't tried these myself, but I know Yume and HyprMx offer brand based videos...

I'm not sure how much they pay out, but since there's nothing to install, the income per impression must be better.
03-06-2015, 03:32 AM
#6
Joined: Mar 2015
Location: Appstores
Posts: 28
Integrating video ads is mandatory these days. Offering rewards like coins/free continue's or whatever seems attractive for gamers.

At least I click on those rewarded ads :-)
03-11-2015, 08:51 AM
#7
Joined: Jan 2015
Location: Toronto
Posts: 42
How are the fill rates and is there a limit on the number of incentive ads you can show per user per 24 hours?

developer - Crossy Heroes Android), Puzzle Castle Android), Civilization 2048 Android
Survive the Night Android
03-11-2015, 01:15 PM
#8
Joined: Nov 2009
Location: Wellington
Posts: 873
I can't speak to any numbers, but we use Fyber for mediation and have dropped in Unity Ads/Applifier, and Ad Colony.

Overall, IV has been a great addition to our monetization strategy.
03-17-2015, 05:00 PM
#9
Joined: Apr 2010
Location: San Francisco, CA, USA
Posts: 43
In our experience, Chartboost, Vungle, Unity all good for incentivized video in games. Supersonic not so good. I also hear good things about NativeX but have not used them myself.

Mark J, Hit Tennis 3 maker, @markjnet
03-23-2015, 09:29 AM
#10
Started to use Unity since last month on our game Wall Race.

Typically it takes 5000 impressions or more to determine the quality of the users we are sending.

Revenue is generated based on the quality of your users and the impressions you are showing. There's no "one unified way" of pre-calculating the revenue generated by your game as we run different types of campaigns with different billing points based on completed views, clicks, and installs.

Their system always selects the best possible campaigns -- in terms of revenue -- for your users.

This is the info I got from them, hope it's usefull...