In-game banners: a winning idea
Talking about Flash, Game development and Monetize.
As you know, I released two Flash games with banners inside.
The first one was Red Flowers with a banner placed in the level selection screen, and the second one was SamePhysics, with a banner placed directly in the game screen.
It seems obvious people pay less attention to banners while playing, so the click-through rate of an in-game banner should be lower than the one on a banner placed in the level selection screen.
Let’s see some numbers, when both games had about 75k views:
Red Flowers: 76,257 views / 6,250 clicks = 8.2%
SamePhysics: 79,192 views / 9,687 clicks = 12.2%
I am really amazed of SamePhysics results… maybe people are more concentrated on what’s happening on screen during the game, so they can easily spot the banner even if they’re playing… anyway a 10% average click through is really interesting.
Probably I wasn’t the one thinking about in-game banners, because Girl Games sponsored a custom version of the game showing its banner… this one:
And now let me say one more thing: with MochiAds version control I can change my banners in the whole network (excluding the ones sponsored by Girl Games) in a couple of clicks… so virtually I am able to sell ad spaces anytime with interesting formulas like pay per click or pay per time.
Try to imagine advertisers buying weekly in-game ad spaces in a blockbuster like Bloons… with version control this is possible.
If you want to test it by yourself, I am selling one and only one LIFETIME banner in SamePhysics at a very interesting price. If you’re interested, prepare a 468×60 banner and contact me.
** edit **
Sold out…
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