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:

Girl Games

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…