I last posted about this in December 2010. It’s now been 6 months, so I’ve decided to look at the numbers again (as the last update was covering the 6 months from June 2010 – December 2010). I find the results to be very fascinating:
1) I think the difference between “Total” and “Worldwide” is because of Turkey; from what I’ve noticed, Turkey is not counted in either Europe or Asia… and the views from Turkey line up fairly well with the difference between the 2 values.
2) Note the decrease in US views, with the Worldwide views remaining fairly constant. My theory on this is 2-fold; a) I’ve been doing less work for ArmorGames, Kongregate, Bubblebox, and Candystand recently… which likely have very high US traffic. And b) I’ve had a ton of work for Spil Games’ network over the same period, who heavily focus on non-US, non-English-Speaking traffic.
3) US, Can/Mex, Europe, and Aus/NZ have decreased from 84% to 78%. Majority is still US and Europe, although that percentage has decreased as well.
The summer has been pretty good, business wise. Since June 1st, I’ve released 54 videos. I’ve done 11.3 million views. No individual day was under 85,000. And only 1 video released during that span has done 300,000 views. How is that good, you ask?
To me, my business is all about the long tail. The bigger my long tail, the better I’ll do. Sure, big hit videos give short term spikes in views… but it’s the long tail that keeps the ship afloat. Despite only having 3 videos over 500,000 views released in the past 6 months (out of 21 total, none of the 3 in my top 14), my long tail continues to increase. A few videos released over a year ago continue to bring in 1-2k views/day… and believe me, over 500+ videos, it all starts adding up.
It’s hard to judge the line between the power of the new release and the long tail, when viewing things as a whole… so it is important to keep releasing content. But some interesting tidbits for you… as per data publicly available on TubeMogel.com: Shaytards‘ top 10 most viewed videos for yesterday were 74% of his total views (622k/838k). VenetianPrincess‘ are 89% (282k/317k). Sxephil only had 280k views yesterday because he hadn’t released a video since Thursday. My top10, however, only resulted in 34% of my views (44.8k/130k). What does this mean? It means that if many of the top vloggers on YouTube stopped, they would instantly lose their popularity and daily views; I, on the other hand, have a nice long tail and will continue to get a solid amount of traffic for a long, long time even if I didn’t release another video.
So while I’ll never do the overall volume that the top channels do, I have the nice position of knowing that if I want to take a break, I won’t suffer that greatly in revenue, as opposed to many others who are bound to constantly release new content.
Didn’t get a chance to post about it yet, but I hit 500 videos last week with my 2nd half walkthrough of Pipol Smasher. Not too shabby, although I had 410 on Jan 6th, which means I’ve only uploaded 91 videos in the past 6 months. This makes sense though, since in early 2009 I was uploading walkthroughs to any game I could find. Now, I’m only uploading walkthroughs where I can monetize them.
Also had a 5th video hit 1 million views, and a 6th that should hit 1 million today (999,000 as of midnight).
Are there any statistics/data that you guys would like me to show? I plan to do an update of Top Sponsors / Devs by views later this month.
This post stems out of my getting 10,000 subscribers while in NYC last week. It made me think about the relationship between total views and total subscribers, especially in comparing conversion rates from a year ago and now. It also just so happens that I’ve kept track of milestone dates of both views and subscribers, so I have some nice data points to work with. All information in this post will be based on a 1000:1 view to subscriber ratio.
Basic analysis: View and Subbie growth remained relatively similar through the 5000 mark, at which point Views started to completely dominate. I could go back into my spreadsheets and pull more data points of small areas between 5000 and 10,000… but that just seems like too much work.
The interesting question to all of this is why. I have a few theories, the combination of all likely forms the real reason.
-The 5000 mark is hit in roughly July-Aug 2009, which is around when I started to get a lot of in-game features. The in-game features increases views, but the views are not on YouTube, which almost certainly is the dominant factor as to why views increase dramatically from this point onward and subscribers lag way behind.
-There are only so many people interested in flash game walkthroughs. After those 5000+ people subscribed, it took much longer to get more because they just aren’t as interested in the content.
-Aug or Sept 09 is around when I stopped doing videos for random games, focusing only on games that I can monetize (the vast majority of which are in-game). This has resulted in less videos being released overall, so less exposure.
So what this tells me is that when the views are coming from YouTube, there is about a .1% conversion rate of view to subscriber… but when the views are from embeds on other sites, the conversion rate is closer to .02% (about 1 in 5000). This .02% is more from looking at data from the past month or two specifically, not from the difference in 10,000 values in the chart above.
Haven’t posted an update on my vid stats in a while… so voila!
(view the image directly to see it full-size)
Percentages continue to go up… but I’m most certainly being pickier on games I walkthrough; I rarely do vids now unless I know it’ll be in-game or a very large title that I can monetize (ala Bloons TD 4).