Whether you’re making a game to satisfy a need or to sell to consumers, you need to understand how much you can make per ad in order to set prices.
However, you may have also come across different marketing reports claiming different amounts.
For example, Tapjoy claims that a game can expect to make $300 to $400 for a thousand ad impressions, a small number by game industry standards.
However, this is in the app-install space, which has a very low gross conversion rate. In comparison, average gross revenue per app download is around $2,500 to $5,000.
On the other hand, the Dots report says that a game can expect to earn $6,000 to $7,000 for a thousand impressions, and once again, this is in the app install space.
For ad impressions, the amount can vary widely depending on the size of the game and the service it’s attached to.
For example, Facebook reported in July that brands spent $61,461,696 on ads to reach 700,010 average daily unique users in the U.S. in July, the highest amount ever for a single month.
Facebook stated that this is an 18 percent increase over the previous month. However, there is also an issue with advertisers being given the average revenue per user for an ad.
This doesn’t tell advertisers how many people the ad actually reached.
Some of the biggest game companies have experienced a downturn lately.
Take Activision Blizzard, which reported that only four of its top games were making more than $1 million per day, and less than 30 percent of the company’s brands are making any money from games at all.
This has put pressure on the company to offer increasingly better in-game content and free games, all in an effort to get people to keep playing.
One thing to consider is that the Dots report doesn’t look at the size of the players. It’s a fairly new metric and only represents games that have hit the platform.
Additionally, the opportunity to reach this audience is incredibly small — many of the games on the platform are very similar, and are targeted towards younger users, leading to a high traffic but low conversion rate.
It’s also important to consider that the Play Store, when combined with Google Play Services, is one of the most heavily used pieces of Google’s service.
There are advertisements in almost every Google service, including Gmail, YouTube, Google Maps, and the Google Play Store.
Overall, the data is out there, and you can see more detailed numbers for yourself on each platform at the networks’ websites.
However, the best information you have to determine what you can make from your ads is to consider what your game is actually capable of and how large of an audience it will reach.
For example, if you are making a mobile game for the elementary market and your app only has a small number of people who will engage with it, you may not be able to make as much money per ad.
If you are a little bit bigger, you have more players who will be exposed to your ads, potentially making them more effective and, ultimately, more profitable.
There are standalone games, ones that work on Facebook or that work on certain devices, or games that work on a network that you can only access on certain devices.
The type of mobile game varies depending on the platform it's made for. On the iOS side, games are split up into games that work on phones or games that work on tablets or on Apple TV.
On Android, the split is 50/50.
That's why it's often difficult to define how many people make a certain game because it also depends on whether the game works on different devices.
That's just a very small sample size of mobile game makers, however. No one knows the exact size of mobile gaming revenues because everyone starts out small.
Some go big, and some go home. So let's take a look at how many people make $1 million, $10 million, and $1 billion in revenue per year.
First, $1 million per year. This includes mobile games that are a fully-fledged app on a major platform.
It doesn't count games that are standalone apps or that are available through a browser.
Assuming that all mobile games are made to make $1 million per year, it's still probably just 1 percent of the total market. This is because most mobile games aren't even made by a single person and they can be quite expensive to make.
$10 million is a different story. It's not an insane number for games, but it still implies that mobile gaming is doing well.
Most of these games cost $0.99 and cost about $1.99 to make. Some of these games are very similar, like Candy Crush Saga and the Three Pawns strategy game.
But for the most part, they are completely new and unique.
If we split the overall market into people who make $10 million per year and people who make $10 million in revenue, we can estimate that only one percent of mobile gaming consumers earn more than $10 million per year.
This number is certainly higher if you include people who make $100,000, but I'll stick to just the $10 million.
Most mobile games are very cheap to make, with the exception of extreme cash-ins like Candy Crush Soda Saga, Clash of Clans, and pretty much every large-scale mobile game.
If you're looking for an example of a game that made $1 billion, you're looking at $50 million per year.
In fact, this is probably a good number to go with. It's not perfect, but it's not that far off. Remember, most mobile games aren't made by a single person and cost about $1.99 to make.