[MUD-Dev] Mud Advertising
Christopher Allen
ChristopherA at skotos.net
Tue Aug 27 15:17:47 CEST 2002
"Matt Mihaly" <the_logos at achaea.com>:
> It occured to me that I recently ran a one-month ad campaign on a
> site we'd never advertised on before (PvPonline) specifically in
> order to track the effects from a limited, one-time campaign. We
> ran it during the month of May, at a cost of $700, and since then,
> it has generated, minimally, about $7400 in revenue. I say
> minimally because we have no way of tracking friends of people who
> were brought in by the PvPOnline ad, and given that word-of-mouth
> is the single most powerful tool in this market, it's reasonable
> to assume the ad actually generated a fair bit more than
> that. Further, it's only been 3 months since the ad ended. I have
> little doubt the customers we got from that ad will continue to
> generate revenue.
> Awfully hard to argue with a > 1000% ROI. MUD advertising works,
> period.
Our experience with PvP comic site was also that positive, however,
only for a month or so. It rapidly plateau'ed down. Changing ads
mid-stream helped with some pop up in results, but basically the
well quickly went dry.
So the problem is not that some advertising works -- yes, you can
very economically market a small commercial game to a small group of
users by advertising in highly targeted websites like Pvp, but it is
difficult to sustain such results for a long time, or to draw a
larger number of users from them. Thus we have cut our advertising
budget significantly because we can get just about the same number
of people for a budget 20% of our original budget. If more
advertising worked, we'd do it, but it just doesn't.
-- Christopher Allen
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.. Christopher Allen Skotos Tech Inc. ..
.. 1512 Walnut St., Berkeley, CA 94709-1513 ..
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