How much was the total website impressions for the month?
From the 1st of September - 31st of October:
5,236 Visits
4,235 Unique Visitors
14,646 Pageviews
Posted 07 November 2011 - 12:05 AM
How much was the total website impressions for the month?
Posted 07 November 2011 - 12:07 AM
Posted 07 November 2011 - 12:11 AM
So a rate of $0.0014 per play? Can I ask how you came up with that? Seeing as I'm going to need to do this again at some point.So I'd recommend paying developers $1.40 per 1000 plays (under the assumption you credit 2 page views per game play).
Posted 07 November 2011 - 12:19 AM
Posted 07 November 2011 - 12:28 AM
I'll add the DART cookie policy right away.14.6k impressions resulted in $21
CPM = 21 / 14.6 = $1.4
Views on the rest of the website should probably not count towards a developer's game plays if you're using this method rather than counting the value of each developer individually.
Now 1000 plays ('views') is worth ~$1.40, but since you only want to give developers 50%, that should be $0.70, however I think it's fair to assume each gameplay is worth at minimum 2 page impressions, so the value would remain at $1.40.
So each 1000 plays based on your current income is worth $2.80, but developers only get $1.40.
The big issue is: your traffic is not worth $2.80.
I strongly suspect that developers have been clicking the ads in order to "earn" more money. It's a common problem with this type of site. Not only is this breaking Google's terms and conditions (and will very likely result in a ban of your account if it continues), but it's also showing you a far higher CPM than you wold normally get. In reality, the amount you should be paying developers in order to remain profitable (on a normal CPM) is around $0.50-$1.00 per 1000 plays.
What I'm saying is your site is "earning" more than it should be, and it's going to result in a ban from Google if you don't rectify it.
Also, you need a privacy policy on your site disclaiming that you are using the DART cookie (as per AdSense rules). This is also a ban-worthy offence.
You've pretty much got until your next payout to fix these issues or you're guaranteed a banned AdSense account.
Posted 07 November 2011 - 12:37 AM
Posted 07 November 2011 - 12:47 AM
(though do not ban them immediately - IP addresses can be spoofed).
Posted 07 November 2011 - 12:51 AM
(though do not ban them immediately - IP addresses can be spoofed).
Yes, IP addresses can be spoofed. But not if they are taking part in a TCP communication.
Spoofing an IP address will result in the server sending the response to the spoofed IP and NOT the host that spoofed the IP address. The TCP three way handshake will never be completed.
Posted 07 November 2011 - 06:15 PM
Posted 16 January 2012 - 01:25 AM
Edited by beatson, 17 January 2012 - 01:05 AM.
Posted 19 January 2012 - 08:32 PM
Posted 20 February 2012 - 08:24 PM
Posted 26 February 2012 - 07:39 PM
Posted 27 February 2012 - 09:05 PM
5,000,000 plays will only get you around $15 (off the top of my head) - but obviously a game that generates that many plays will be "upgraded" to a partnered account, and you'll earn an accurate 50% of all the ad revenue generated from your games.
Edited by InCreator[EST], 27 February 2012 - 09:16 PM.
Posted 27 February 2012 - 10:26 PM
5,000,000 plays will only get you around $15 (off the top of my head) - but obviously a game that generates that many plays will be "upgraded" to a partnered account, and you'll earn an accurate 50% of all the ad revenue generated from your games.
ANY game that attracts 5,000,000 players or even people to play that much, should be commercial.
5 million people. Selling at say, $10 and 1 out of every 5000 players buy your game. That's 0.02% of all people interested. You can still earn $10,000 !!!
And if you cannot get ten lousy bucks out of five thousand people, you've probably failed as a game developer anyway. 5000 people is a whole big rock concert amount of people. I can bet that if I'd just walk around and simply ask so many people that money for nothing, I'd still get more than one to give.
Just think before you sell your creation for something you could sell for thousands times as much.
Now that was a realllly low example number. What if it was 0,2%?
Also "you never get so many plays if it's not on popular website" isn't really very solid argument. Everyone and their dog has average of around 130 Facebook friends. Who have another 130 friends, etc. If you share a game, 130 people see it. If 10 of them re-share or even comment, your game has been seen by 1430 people. If 10 of your friend's friends' share, do the math. It isn't that hard really nowadays where everyone's connected, even if you lower numbers and expectations reallllly low.
Posted 02 March 2012 - 10:52 PM
Posted 04 March 2012 - 11:14 PM
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