What a Bigger Giveaway Prize Buys
Every giveaway starts with one decision: which prize to run and how much to spend on it. This research has been conducted by Gleam to provide giveaway organizers with a reference to plan prizes budget, the prize fit to the audience, the actions used and the plan tiers leading to better outcomers.
100% We looked at 16,561 competitions run by 3,651 businesses started between 1 September 2025 and 13 August 2026, plus 165,204 campaigns since 2021, to give giveaway organizers a detailed look at how other brands run competitions. We used our own platform data to show what prize money actually buys, and how far two free decisions carry a campaign: how many entry Actions the widget asks for, and whether the business runs a second one. Every figure below is a median, and every table names its sample and its window.
Every campaign analyzed here ran on Gleam, and the businesses behind them pay a subscription to use it. This is first-party platform data from businesses that chose Gleam, so a survey of marketers in general would look different. The full disclosure, and every filter, exclusion and suppression rule, sits in How We Did This.
- What we found
- What other people spend
- $65 to $645, the prize gap between plans
- What the prize money buys
- The two levers that move Conversion most
- Inside the top decile
- The second campaign beats the first
- Duration and Action count, flat across every prize band
- Why two thirds leave the value blank
- What is moving in the market
- What to change on your next campaign
- Benchmark tables
- Frequently asked questions
- How we did this
- Cite this research
| Number | What we found | Sample |
|---|---|---|
| $300 | The typical competition gives away a prize worth $300, and half sit between $90 and $1,000. The study revealed that spending more on prizes does not raise the outcome proportionally (section 4). The budget is rarely what separates a campaign that works from one that does not. Choosing a prize the audience specifically wants is what determines the result, and section 9 is about why we cannot yet put a number on it. | 6,322 campaigns · 1,798 businesses |
| 511 | Entrants on the typical competition. A quarter draw fewer than 218 and a quarter draw more than 1,320. If you were planning against a number in the thousands, that is the top tenth of the platform. | 16,561 campaigns · 3,651 businesses |
| 22x for 3.2x | Increasing the prize value 22 times over came with 3.2 times the Entrants. Every extra dollar came with fewer people than the dollar before it, so there is no budget at which a prize starts working on its own (section 4). | 2,852 campaigns · 1,158 businesses |
| $0.44 to $3.35 | Stated prize value per Entrant, depending on the size of the prize. When calculating a giveaway cost, use it alongside the plan cost and the promotion spend. This will help you compare against what you pay for a click or a lead on ads, and it tells you which route is more cost-effective (section 4). | 6,322 campaigns · 1,798 businesses |
| 17x on reach | Sort campaigns by size and the biggest quarter drew 17 times the Entrants of the smallest, at the same Conversion Rate, 29.8 percent against 28.9. Bigger campaigns converted a slightly lower share and drew far more people in absolute terms, which is the pair of numbers to judge a campaign on. Prize money is only one of the ways to move reach (section 4). | 16,542 campaigns · 3,647 businesses |
| 44% to 24% | Of widget views, 44 percent converted to an Entrant when a campaign asked for 1 to 3 Actions and 24 percent when it asked for 13 or more. Hold the reach still and the longer widget also ends up with fewer Entrants (section 5). | 16,542 campaigns · 3,647 businesses |
| 10.9 points | Which Actions a campaign asked for moved Conversion as far as how many. Holding the number of Actions the same, the choice of which ones moved Conversion across a 10.9 point range, from an X Follow at 4.1 points above to a Bonus Entry at 6.8 points below (section 5). | up to 7,119 campaigns per Action |
| 2 in 3 | Two organizers in three never recorded what the prize was worth, they let the prize name do the lifting (section 9). | 60,981 of 167,072 campaigns record a value |
Organizers ask us this more than anything else: is my prize budget reasonable? So the study starts there, with the distribution to check your own budget against. The typical competition that records a prize value records $300. A quarter spend under $90. A quarter spend over $1,000. One in ten goes above $3,000.

Prize budgets span three orders of magnitude, so the middle is narrow and the tail is long. The 25th percentile (p25), a quarter of campaigns spend less than that and three quarters spend more. P90 means nine campaigns in ten spend less. Campaign-level total, prize value times quantity, US dollars. n = 6,322 campaigns across 1,798 businesses, 1 September 2025 to 13 August 2026. The scale is logarithmic, so each gridline is ten times the one before it.
The figure has barely moved in six years. The median has sat between $300 and $528 in every year since 2020, across 167,072 campaigns. We found no prize inflation across those six years.
Businesses on larger Gleam plans spend more on prizes and ask for more entry Actions. Do their campaigns do better, and if so, is it the plan, the prize, or the way they build the campaign?
Start with what each tier looks like. The pattern is consistent. The bigger the plan, the bigger the prize, and the more people who enter.
Table 1 · Median campaign profile by plan, 1 Sep 2025 to 13 Aug 2026. Every figure is a median.
| Plan | Campaigns | Businesses | Prize | Actions | Entrants | Entered |
|---|---|---|---|---|---|---|
| Free | 1,627 | 622 | $65 | 5 | 225 | 35.9% |
| Hobby | 2,532 | 712 | $140 ▲ 2.2x | 6 | 328 ▲ 46% | 32.1% ▼ 3.8 pp |
| Pro | 7,936 | 1,886 | $312 ▲ 2.2x | 8 | 574 ▲ 75% | 28.6% ▼ 3.5 pp |
| Business | 4,239 | 804 | $645 ▲ 2.1x | 7 | 769 ▲ 34% | 27.2% ▼ 1.4 pp |
| Premium | 226 | 47 | $3,412 | 10 | 1,178 | 18.9% |
Entered is the share of widget views that converted to an Entrant. Impressions counts renders and not unique people, so this is a rate per view. Premium is suppressed at 47 businesses, below our 50-business minimum, and the 18.9 percent is shown for completeness. One campaign carries no plan and sits outside this table, so the rows sum to 16,560 of 16,561. Every other row clears 200 campaigns and 50 businesses on every column.
Two things move together down that table, in opposite directions. Entrants rise 3.4 times from Free to Business. The share of people who enter falls 8.7 points.
A Business campaign draws 34 percent more Entrants than a Pro campaign, 769 against 574. But once prize budget is held constant, most of that difference disappears.
Table 2 · Business against Pro at the same prize budget, median Entrants
| Prize budget | Business | Campaigns | Pro | Campaigns | Difference |
|---|---|---|---|---|---|
| $100 to $499 | 695 | 347 | 572 | 1,237 | ▲ 21% |
| $500 to $2,499 | 1,085 | 499 | 1,096 | 1,135 | none |
| $2,500 and over | 1,570 | 389 | 1,533 | 308 | none |
Every cell clears 200 campaigns and 50 businesses on both sides.
Above $500 the two tiers are indistinguishable. Business campaigns draw more people because Business customers buy bigger prizes and promote harder, and the plan is a marker of that rather than the cause of it. The gap survives the prize control in one place only, the cheapest band, where a Business campaign still draws 21 percent more.
Read the last two columns of table 1 together, because either one alone gives the wrong answer. A Free campaign converts 35.9 percent of its widget views and draws 225 Entrants. A Business campaign converts 27.2 percent and draws 769. Even though the conversion rate falls by 8.7 points, the absolute number of contestants rises 3.4 times.
That is what you would expect when a larger business promotes a campaign to a broader, colder audience, while a smaller business reaches people who already know or follow them. Because Conversion Rate uses total reach as its denominator, the rate can fall as promotion expands even while the campaign attracts more entrants overall.
The reach column helps explain the pattern. Among campaigns with at least 100 Impressions, the median Free campaign generated 849 Impressions, while the median Business campaign generated 3,198. Impressions increased 3.8 times, compared with a 3.4 times increase in Entrants. When the denominator grows faster than the numerator, the Conversion Rate falls, which is consistent with the 8.7-point decline.
We should not attribute the entire decline to reach, though. Each column is an independent median calculated from a different set of campaigns, so the values cannot be divided directly into one another.
This tells us which number matters in each situation. When two campaigns reach roughly the same number of people, Conversion Rate is the better comparison because it shows how effectively the campaign turns that audience into Entrants. When reach is very different, the Entrant count matters more.
By that measure, the median Business campaign attracts 544 more Entrants than the median Free campaign, 769 compared with 225. Its lower Conversion Rate reflects the broader audience it reached, not necessarily a weaker campaign. Section 5 is where Conversion Rate becomes more useful, because it holds reach more constant and looks more directly at how the widget performs.
We are not using Premium as a benchmark in this comparison. Only 47 businesses are represented, below our 50-business minimum. The 18.9 percent Conversion Rate remains in the table for completeness, but it should not be treated as a benchmark.
Part of the remaining difference comes from the widget itself. A Free campaign asks for a median of 5 Actions, while a Business campaign asks for 7. Section 5 looks at how that affects performance. The rest comes from audience quality and reach, neither of which changes simply because a business changes plan.
So the answer to the question at the top of this section is that plan level predicts results, but does not create them. Once prize budget is held constant, the remaining difference comes mainly from the audience a business can reach and the entry Actions available to it. Section 5 shows that those Actions do not perform equally, while Section 4 shows that reach separates large campaigns from small ones by more than prize value does.
Building a larger audience takes time. Borrowing one through a partner, creator or paid promotion can expand reach much faster.
Bigger prizes do bring more people. The useful question is how many more, for how much.
Table 3 · What each prize band costs and what it draws, 1 Sep 2025 to 13 Aug 2026. Every figure is a median.
| Prize band | Campaigns | Businesses | Prize | Entrants | Prize value per Entrant | Entered |
|---|---|---|---|---|---|---|
| Under $100 | 1,624 | 328 | $40 | 321 | $0.10 | 25.3% |
| $100 to $499 | 2,065 | 738 | $210 ▲ 5.3x | 471 ▲ 47% | $0.44 ▲ 4.4x | 27.6% ▲ 2.3 pp |
| $500 to $2,499 | 1,846 | 815 | $999 ▲ 4.8x | 1,046 ▲ 122% | $0.94 ▲ 2.1x | 26.4% ▼ 1.2 pp |
| $2,500 and over | 787 | 420 | $4,590 ▲ 4.6x | 1,499 ▲ 43% | $3.35 ▲ 3.6x | 22.1% ▼ 4.3 pp |
All four bands clear 200 campaigns and 50 businesses, so the whole range is reportable. Prize value per Entrant is the campaign's stated prize value divided by its Entrants, taken as a median across campaigns. The four rows sum to the 6,322 campaigns that state a value.
Read across the two bands a planner actually chooses between. Increasing the prize 22 times, from $210 to $4,590, came with 3.2 times the Entrants, from 471 to 1,499. Across the full span it is worse: 115 times the budget, from $40 to $4,590, for 4.7 times the people.
The useful way to hold that is as a unit price. One Entrant carried $0.44 of stated prize value in the $100 to $499 band and $3.35 in the most expensive one. That is a figure you can set against what you currently pay for a click, a lead or a follower through ads. Prize money is one input to a campaign's real cost, and Gleam's guides cover the rest of the arithmetic: how to calculate a giveaway's CAC and giveaways against paid ads, a blended CAC framework. Nothing in this report is a CAC figure. This is the stated value of the prize and not what it cost the business to supply, which for a company giving away its own product is usually a different number.
There is no point at which the prize suddenly starts working. Every extra dollar came with fewer people than the dollar before it.
The last column drops as the budget rises, which looks like bad news and is mostly arithmetic. Expensive campaigns are promoted harder, so far more people see the widget. The number who enter goes up. The number who see it goes up faster.

Both bars grow with the prize budget, and the outer bar grows faster. Median Impressions rise 317 percent from the $100 to $499 band to the most expensive one. Median Entrants rise 218 percent. Impressions rising faster than Entrants is the direction of the Conversion fall, though the two medians come from different campaigns and cannot be divided into each other to size it. n = 4,698 campaigns in the three bands shown, from 1,563 businesses.
Which means a falling Conversion Rate on an expensive campaign describes a wider audience, and it is a poor signal for whether the campaign worked. Judge that campaign on how many people entered.
If prize budget is a weak lever, something else is carrying the difference between a campaign that draws 150 people and one that draws 2,600. It shows up if you sort every campaign by how many people entered and cut the list into four equal groups.
Table 4 · Campaigns sorted into four groups by size, 1 Sep 2025 to 13 Aug 2026
| Group | Campaigns | Businesses | Median Impressions | Median Entrants | Entered |
|---|---|---|---|---|---|
| Bottom quarter | 4,136 | 1,474 | 527 | 154 | 28.9% |
| Second quarter | 4,136 | 1,367 | 1,242 ▲ 136% | 329 ▲ 114% | 27.2% ▼ 1.7 pp |
| Third quarter | 4,135 | 1,287 | 2,621 ▲ 111% | 798 ▲ 143% | 30.9% ▲ 3.7 pp |
| Top quarter | 4,135 | 1,200 | 10,048 ▲ 283% | 2,617 ▲ 228% | 29.8% ▼ 1.1 pp |
n = 16,542 campaigns across 3,647 businesses with at least 100 Impressions. Impressions is Gleam's name for Widget Views, the denominator used in this report.
The biggest campaigns drew 17 times as many Entrants as the smallest. Their Conversion Rate is the same: 29.8 percent at the top against 28.9 percent at the bottom. The entire gap is Impressions, 10,048 against 527.
Table 4 is the reason Impressions is the number to move. Prize money buys them at the prices in table 3, $0.44 to $3.35 each. Your email list, your own following, a partner's audience and paid promotion are the other ways, and for most businesses they are cheaper.
MAINGEAR built a gaming PC with NVIDIA supplying the GPU and Capcom's Resident Evil Requiem setting the spec. The prize is the part anyone notices. The Impressions came from somewhere else: seventeen promotional channels across the three brands, eight of them MAINGEAR's own, five NVIDIA's and four Capcom's. The campaign drew 13,949 Entrants and 174,287 Actions, which puts it well inside the top one percent of this dataset. The prize was one machine. The audience was three companies.
Published with permission · MAINGEAR case study
Decide how many Entrants you need, then work out the cheapest way to put that many people in front of the widget. Prize budget is one line in that plan with a known unit price. Promotion is the rest of it, and table 4 says that is where the difference between a small campaign and a large one actually sits.
It does not show that spending more causes the extra reach, and it does not promise that buying Impressions would lift your Entrant count. Businesses that can fund a $4,000 prize usually fund the promotion behind it too, and bring a bigger list to start with. Impressions and Entrants are also two ends of one funnel, so part of that relationship is definitional.
Two decisions about your entry Actions, how many and which ones, together move your Conversion Rate further than your prize budget and your plan combined. Both are free, and most organizers only think about the first.
Campaigns asking for one to three Actions converted 44.0 percent of the widget views they received. Campaigns asking for thirteen or more converted 23.8 percent. That is a 20.2 percentage point spread, against 5.5 points across the whole prize range.
Table 5 · Entry Actions against Entrants and Conversion, 1 Sep 2025 to 13 Aug 2026. Every figure is a median.
| Entry Actions | Campaigns | Businesses | Impressions | Entrants | Entered | Entries per Entrant |
|---|---|---|---|---|---|---|
| 1 to 3 | 3,433 | 918 | 1,410 | 482 | 44.0% | 1.3 |
| 4 to 5 | 2,928 | 984 | 1,505 ▲ 7% | 407 ▼ 16% | 32.4% ▼ 11.6 pp | 3.1 |
| 6 to 8 | 3,876 | 1,329 | 1,965 ▲ 31% | 467 ▲ 15% | 27.2% ▼ 5.2 pp | 4.3 |
| 9 to 12 | 3,223 | 920 | 2,248 ▲ 14% | 516 ▲ 10% | 24.5% ▼ 2.7 pp | 6.0 |
| 13 or more | 3,101 | 615 | 2,644 ▲ 18% | 682 ▲ 32% | 23.8% ▼ 0.7 pp | 9.5 |
The Entrant column rises, and it is a trap. Campaigns with long widgets are also promoted harder: median Impressions climb from 1,410 to 2,644 across the same rows. The extra people come from the extra reach.
Hold the reach still and the direction reverses.
Table 6 · Median Entrants by Action count, inside bands of Impressions
| Impressions | 1 to 3 Actions | 4 to 5 | 6 to 8 | 9 to 12 | 13 or more | Change |
|---|---|---|---|---|---|---|
| Under 1,000 | 193 | 179 | 178 | 186 | 195 | none |
| 1,000 to 2,999 | 751 | 469 | 418 | 387 | 491 | ▼ 35% |
| 3,000 to 9,999 | 1,807 | 1,511 | 1,172 | 1,149 | 1,062 | ▼ 41% |
| 10,000 and over | 4,978 | 3,622 | 3,561 | 3,251 | 3,060 | ▼ 39% |
Every cell clears 200 campaigns and 50 businesses. The comparison also survives keeping one campaign per business and running inside the Pro tier alone.
At the same reach, a campaign asking thirteen Actions ends up with 35 to 41 percent fewer Entrants than one asking three. Only the smallest campaigns, under a thousand Impressions, show no difference, and those are too small for the gap to show.

Conversion falls by nearly half across the range. The share of people who enter runs from 44.0 percent at one to three Actions down to 23.8 percent at thirteen or more, while Entries per Entrant climbs from 1.3 to 9.5. n = 16,542 campaigns across 3,647 businesses.
So the trade is clear. Each Action you add is a filter on the people who were going to enter anyway, and a multiplier on how many times the survivors enter. If entries are a scoring mechanism for a draw, the extra entries are worth nothing to you and the lost people are real. If each Action is an outcome you actually want, a follow you need or an email you are collecting, then the Conversion cost is the price of that outcome.
The tables above say nothing about which Actions to keep. So we held the number of Actions still and compared campaigns that used a given Action against campaigns at the same widget length that did not. Among campaigns asking for 4 to 20 Actions, the choice of Action moved Conversion across a 10.9 percentage point range.
Table 7 · Conversion difference associated with each Action, holding the number of Actions constant
| Entry Action | Campaigns | Businesses | Conversion |
|---|---|---|---|
| X Follow | 7,119 | 1,651 | ▲ 4.1 pp |
| Twitch Follow | 1,914 | 564 | ▲ 3.7 pp |
| TikTok Follow | 4,233 | 1,170 | ▲ 2.8 pp |
| Instagram Follow | 6,001 | 1,972 | ▲ 1.3 pp |
| YouTube Channel Visit | 4,863 | 1,482 | ▲ 0.2 pp |
| Chat Members | 2,397 | 639 | ▼ 0.8 pp |
| Instagram Profile Visit | 3,500 | 688 | ▼ 1.4 pp |
| Facebook Visit | 3,035 | 706 | ▼ 1.5 pp |
| Email Subscribe | 3,668 | 891 | ▼ 1.7 pp |
| Visit a Page | 6,991 | 1,619 | ▼ 3.0 pp |
| Viral Share | 4,247 | 1,088 | ▼ 3.6 pp |
| Bonus Entry | 4,297 | 1,172 | ▼ 6.8 pp |
Each row compares campaigns carrying that Action against campaigns with the same number of Actions that do not. Bands of 4 to 5, 6 to 8, 9 to 12 and 13 to 20 Actions are compared separately and combined by campaign count, so a longer widget is never compared with a shorter one. Every row clears 1,000 campaigns and 100 businesses, and no business holds more than 10 percent of any row. Six further Actions were measured and suppressed for failing the dominance rule.
An earlier version of Table 7 carried a second column showing how many more or fewer Entrants came with each Action, and reported that an Email Subscribe came with 89 percent more. Holding the number of Actions constant does not hold reach constant, and campaigns asking for an email drew 83 percent more Impressions before anyone entered anything. Repeating the comparison inside bands of Impressions, that 89 percent becomes plus 6, plus 24, minus 3 and plus 2 percent across the four bands. It changes sign, so no single figure represents it.
The same test applied to every other row produced the same result. Viral Share moved from 76 percent to plus 2, plus 9, minus 7 and minus 7. Twitch Follow moved from minus 43 percent to minus 2, minus 21, plus 2 and plus 14. The Entrants column measured how widely a campaign was promoted, so we removed it. A caveat on that column would not have traveled with it.
The Conversion column survives that test better, because its denominator moves with its numerator. Three rows held their direction in all four Impression bands: X Follow positive, Viral Share negative and Chat Members negative. The rest changed sign in at least one band, so read this column as a ranking that still needs confirming and not as twelve settled figures. The full band-by-band test is scheduled for the next edition.
So the length of the widget is only half the decision. Two campaigns can ask for the same eight Actions' worth of effort and land 11 points apart on Conversion, because of which eight they picked.
One practical constraint sits behind this table. Which Actions you can use at all depends on your Gleam plan, so the tiers in table 1 differ in which Actions they make available as well as in what their customers spend. Across 27,256 Free and Hobby campaigns since 2021, none used an Email Subscribe, because the Action is not available on those plans. That is a statement about availability and says nothing about outcome. If a row here looks worth having and is not in your dashboard, check the plan before you change the widget.
What this table does not settle is why. Businesses that ask for a given Action differ from businesses that do not, in audience, category and what they are running the campaign for, so part of every row is who chose it. Nothing here says the same Action would behave that way on your campaign. It does say that Actions are not interchangeable. Section 10 shows organizers have been quietly rebuilding these stacks for six years.
MAINGEAR asked for 28 tracked entry Actions on its partner campaign and converted 25.05 percent of its widget views, at about 12.5 Entries per Entrant. It was buying Actions across nine platforms on purpose, and it paid the Conversion price for them.
Delta Sonic, a 32-location car wash chain, asks for one Action across every campaign: an email address. Across 99 campaigns in five years it averages 50.1 percent, and its Valentine's Day campaign reached 61.45 percent.
Table 5 puts the 13-or-more band at 23.8 percent and the 1-to-3 band at 44.0 percent. Both companies land where the benchmark says. Neither is doing it wrong. They are buying different things, and the table tells you what each one costs.
Published with permission · MAINGEAR · Delta Sonic
Do it in two passes. Cut first. Between one and five Actions is where Conversion stays above 32 percent, and at any given reach a shorter widget also ends up with more people. Then rank what survived against table 7 and drop from the bottom. A Bonus Entry sits 6.8 points below the widgets that do not carry one, which is the largest single cost in the table.
Organizers who configure thirteen Actions differ from those who configure three in ambition, audience and category, so part of the first gap is who they are. The same applies to table 7, where a business that asks for a given Action is usually running a particular kind of campaign. Neither table shows that swapping an Action on your campaign would move your number, and the removed Entrants column is a worked example of how badly that assumption fails.
The median campaign draws 511 Entrants. If you are planning for several thousand, you are planning to be in the top tenth. What do those campaigns actually do?
Sort every campaign in the window by how many people entered and take the top tenth. Those 1,656 campaigns, run by 559 businesses, collected 57 percent of all Entrants on the platform. The top fifth collected 72 percent.
Table 8 · What campaigns look like at each level of the distribution
| Group | Campaigns | Businesses | Entrants | Impressions | Entered | Actions | Prize | Days |
|---|---|---|---|---|---|---|---|---|
| Top 10% | 1,656 | 559 | 5,496 | 20,195 | 30.9% | 7 | $1,600 | 15 |
| Next 10% | 1,656 | 678 | 2,200 | 7,667 | 29.3% | 7 | $750 | 16 |
| Middle 40% | 4,968 | 1,456 | 881 | 2,907 | 30.6% | 8 | $351 | 15 |
| Bottom 50% | 8,281 | 2,320 | 218 | 825 | 27.9% | 6 | $150 | 13 |
Prize is the median stated value among the campaigns in each group that record one: 629, 637, 2,018 and 3,038 campaigns respectively.
Read down the Actions column. Seven, seven, eight, six. The biggest campaigns and the smallest ask for almost the same amount of work. Read down the Days column. Fifteen, sixteen, fifteen, thirteen. They run for the same length of time.
Two columns do move. The prize is ten times larger at the top, $1,600 against $150. Impressions are twenty-four times larger, 20,195 against 825. And the Conversion Rate is flat across all four rows, 30.9 against 27.9.
So a top-decile campaign is built the same way. The same widget, the same length, shown to twenty-four times as many people, with a prize ten times the size. Section 4 already priced that prize at $0.44 to $3.35 per Entrant, which accounts for a fraction of a twenty-four-fold difference in reach.
If you need thousands of Entrants, budget for the promotion first and the prize second. Copying a top-decile widget will not get you there, because the widget is the one thing that does not change between the top decile and the bottom half.
Performance is concentrated, and concentration invites a survivor story. These are the campaigns that worked, described after the fact. We cannot see what the same businesses' failed campaigns looked like, because a campaign that drew nobody still sits in the bottom half of this table and not outside it.
More than half the campaigns in this study come from businesses running them back to back. Does the audience build, or does each campaign reach a smaller slice of the same people?
The obvious way to answer this is to take businesses with a long run of campaigns and line those campaigns up in order. That method gives a clear answer and the answer is wrong, for a reason worth setting out before the table, because it is the same reason most published benchmarks read high.
A business only has a tenth campaign if its earlier ones worked well enough to keep going. Selecting on a long run therefore selects businesses whose first campaign already succeeded. Measured across every business on the platform, a first campaign from one that went on to run ten or more medians 758 Entrants. Every other first campaign medians 405. So a sequence drawn only from the long-run businesses starts from an unusually high first campaign and has nowhere to go except down.
Here is the sequence across all 25,009 businesses instead.
Table 9 · Median outcome by campaign number, every business, since 2021
| Campaign number | Campaigns | Businesses | Entrants | Impressions | Entered |
|---|---|---|---|---|---|
| 1st | 25,009 | 25,009 | 435 | 1,976 | 25.8% |
| 2nd to 3rd | 20,248 | 12,073 | 486 ▲ 12% | 2,099 ▲ 6% | 26.7% ▲ 0.9 pp |
| 4th to 5th | 11,481 | 6,323 | 533 ▲ 10% | 2,193 ▲ 4% | 27.1% ▲ 0.4 pp |
| 6th to 10th | 17,111 | 4,332 | 555 ▲ 4% | 2,252 ▲ 3% | 27.5% ▲ 0.4 pp |
| 11th to 25th | 23,905 | 2,478 | 565 ▲ 2% | 2,269 ▲ 1% | 28.0% ▲ 0.5 pp |
| 26th or later | 64,112 | 1,022 | 514 ▼ 9% | 1,999 ▼ 12% | 29.8% ▲ 1.8 pp |
All campaigns from 2021 onward, so sequence position is real and not truncated by the twelve-month window. No business contributes more than 3.9 percent of the campaigns in any row. Conversion and Impressions use campaigns with at least 100 Impressions.
Entrants rise from 435 on a first campaign to 565 by the eleventh to twenty-fifth, which is 30 percent. Conversion rises alongside it the whole way, 25.8 percent to 28.0. Both metrics move together, so this is not one number improving at another's expense.
The last row turns down. Businesses past their twenty-sixth campaign median 514 Entrants, still above a first campaign and below their own eleventh-to-twenty-fifth. Two readings fit. Campaigns at that frequency may be smaller by design, run as routine promotions instead of events. Or an audience that has been asked twenty-six times does start to thin. This data cannot separate them, and either way the figure stays above where the business started.
An earlier internal cut of this section reported the sequence falling from 736 Entrants to 508, and recommended planning each campaign down from the last. That cut used only businesses with ten or more campaigns. The direction reverses once every business is included, and the recommendation reverses with it. We are stating this because the earlier figure circulated internally before publication.
Table 9 measures one campaign at a time, which answers a different question from the one a marketer is asking. Line the same businesses up by how many campaigns they have ever run and add up everyone who entered.
Table 10 · Total Entrants across every campaign a business has run, since 2021
| Campaigns run | Businesses | Median campaigns | Median Entrants, all campaigns combined |
|---|---|---|---|
| 1 | 12,934 | 1 | 334 |
| 2 to 3 | 5,770 | 2 | 1,307 |
| 4 to 5 | 1,997 | 4 | 3,235 |
| 6 to 10 | 1,858 | 7 | 5,929 |
| 11 to 25 | 1,469 | 15 | 13,727 |
| 26 or more | 1,037 | 47 | 58,506 |
All 25,065 businesses that started a campaign from 2021 onward. Median campaigns is the median within each band, so the last row describes a business that has run 47 campaigns and not exactly 26.
A business that ran once reached a median of 334 people. A business that has run 26 or more reached 58,506. The per-campaign figure and the accumulated figure both point the same way, which is the part the earlier cut of this analysis got backwards.
Cadence has a sharper effect than count.
Table 11 · Median outcome by gap since the business's previous campaign
| Gap | Campaigns | Businesses | Entrants | Impressions | Entered |
|---|---|---|---|---|---|
| First campaign | 25,065 | 25,065 | 432 | 1,959 | 25.8% |
| Within 30 days | 103,989 | 7,643 | 499 ▲ 16% | 1,894 | 30.2% ▲ 4.4 pp |
| 31 to 90 days | 21,270 | 6,556 | 610 ▲ 22% | 2,667 ▲ 41% | 25.3% ▼ 4.9 pp |
| 91 to 365 days | 12,170 | 6,044 | 594 | 2,648 | 25.3% |
| Over a year | 2,442 | 2,198 | 516 ▼ 13% | 2,290 | 25.9% |
A campaign launched within thirty days of the last one converts best of any group, 30.2 percent, and draws 16 percent more Entrants than a first campaign. A campaign launched one to three months after the last one draws the most people of all, 610, because it reaches 41 percent more of them.
So a tight cadence came with higher Conversion and a monthly-to-quarterly cadence came with more reach. Both sit above a first campaign and both sit above leaving it more than a year.
One consequence of all this belongs next to every benchmark on this page. Inside the twelve-month window, businesses on their eleventh campaign or later make up 27.4 percent of the businesses and 73.6 percent of the campaigns. The platform median of 511 Entrants describes them.
A first campaign inside the same window medians 362 Entrants at 26.6 percent. If you are planning your first, that is the pair of numbers to plan against, and the platform figures elsewhere on this page describe where a business gets to after several years of practice.
Run the second one. The step from a first campaign to a repeat is the largest single move in this section, and unlike prize budget it costs nothing beyond the work of running it. Plan your first campaign against 362 Entrants, and expect the number to climb as you repeat.
Businesses that reach twenty-six campaigns are still not the same businesses that stopped at two, so composition affects the later rows even with every business included. Campaign number also correlates with calendar time, so platform changes and shifts in the wider market sit inside this sequence and cannot be separated from experience. The rise could be organizers getting better, audiences growing, or budgets growing with the business.
Two decisions look as though they should scale with the prize. Neither does, which means you can take both off the list of things to worry about when the budget changes.
How many Actions to ask for. The median campaign configures 7 to 9 Actions at every prize level from under $100 to over $2,500. There is no budget at which other organizers start asking for more.
How long to run. Median duration runs 22, 14, 15 and 21 days across the four prize bands, so it moves by eight days with no order to it. The cheapest prizes and the most expensive run the longest. Campaign length does not track Entrant numbers either. Set the run length from how long your promotion can keep pushing, and nothing in this data argues with that.
Table 12 · Duration and Action count against prize budget, 1 Sep 2025 to 13 Aug 2026
| Prize band | Campaigns | Median entry Actions | Median duration |
|---|---|---|---|
| Under $100 | 1,624 | 9 | 22 days |
| $100 to $499 | 2,065 | 7 | 14 days |
| $500 to $2,499 | 1,846 | 8 | 15 days |
| $2,500 and over | 787 | 7 | 21 days |
Every number in sections 2 to 6 prices the prize. None of them tells you whether a $500 drone suits your audience better than a $500 gift card. This section is about why we cannot answer that yet, and what the gap itself tells you.
Every dollar figure in this report describes the 38.2 percent of campaigns in this window that record a prize value. That is worth understanding before you use any of them, because the third who fill it in are not a random third.
If recording a value were simply a sign of a careful organizer, the bigger plans would do it more. They do not. Business records a value less often than Pro.
Table 13 · Share of campaigns recording a prize value, 1 Sep 2025 to 13 Aug 2026
| Plan | Campaigns | Records a value |
|---|---|---|
| Pro | 7,936 | 43.1% |
| Business | 4,239 | 36.1% ▼ 7.0 pp |
| Free | 1,627 | 33.6% ▼ 2.5 pp |
| Hobby | 2,532 | 29.2% ▼ 4.4 pp |
What separates them looks like whether the number tells the reader anything new. On a gift card the number is the prize, so it gets typed. On a games console most people already have a figure in mind. On a curated bundle or a trip there is no single price to type, and on a limited-run item a modest number would undersell something whose appeal is that you cannot buy it.
Work on price knowledge suggests the middle case is shakier than it looks. Dickson and Sawyer found that more than half of supermarket shoppers could not correctly name the price of the item they had just put in their cart. If people cannot price something they are holding, assuming they know what your prize is worth is optimistic.
Two practical consequences. First, the dollar tables here lean toward gift cards, cash and vouchers and away from hardware, experiences and merchandise, and we cannot correct for that. Second, filling the field in costs you nothing and gives Entrants the number they are guessing at anyway.
The obvious follow-up is which kind of prize draws the right people. The tables below get half way. They report what each vertical hands over and what that costs. They do not report what happens when the same audience is offered a different type, because almost no account in this window ran both. Prize type and audience move together in this data, so any figure comparing them would be reading the vertical as much as the prize.
Hold that next to what the money does buy. Twenty-two times the prize budget came with 3.2 times the Entrants, and every dollar after the first few hundred bought fewer people than the one before it. A lever that weak is unlikely to be the main thing separating a campaign that works from one that does not. The remaining candidates are prize fit, who you put the campaign in front of, and how much you ask them to do. This study measures the third one, and it is large. The first two are the next two studies in this series.
Muckender Towels gave away a thirty-minute Zoom call with the creator Haxman, plus a towel care package, to an audience of builders and workshop users. It drew 1,486 Impressions and 352 signed up to the newsletter. The retail value of that prize would sit near the bottom of table 3, in the band where one Entrant costs ten cents of prize money.
Delta Sonic gives away its own car washes, gift cards, oil changes and detailing, to people who already drive to a car wash. Those prizes cost the business its own margin rather than cash, and winners arrive inside the service the company wants them to buy.
Neither prize competes on the dollar figure. Both are aimed at one specific person. That is the half of the choice these tables cannot score.
Published with permission · Muckender · Delta Sonic
A dollar figure without a prize type is half a benchmark. So we classified prize names into categories and put the money next to the outcome. Only 47.1 percent of the 6,322 valued campaigns carry a prize name specific enough to classify. Our own rules require 70 percent. So the table below covers under half the platform, and should be read that way.
Table 14 · Prize type against value and outcome, 1 Sep 2025 to 13 Aug 2026
| Prize type | Campaigns | Businesses | Prize P25 | Median prize | Prize P75 | Entrants | Entered |
|---|---|---|---|---|---|---|---|
| Gift card or cash | 1,499 | 485 | $30 | $125 | $549 | 449 | 22.4% |
| Tech hardware | 623 | 239 | $100 | $499 | $1,395 | 1,030 | 26.1% |
| Experience or travel | 171 | 95 | n/a | n/a | n/a | n/a | n/a |
| Regulated goods | 152 | 48 | n/a | n/a | n/a | n/a | n/a |
| Apparel and merch | 136 | 102 | n/a | n/a | n/a | n/a | n/a |
| Game items or skins | 108 | 57 | n/a | n/a | n/a | n/a | n/a |
| Vehicle | 68 | 45 | n/a | n/a | n/a | n/a | n/a |
| Home, garden, appliance | 58 | 32 | n/a | n/a | n/a | n/a | n/a |
| Sports and outdoor | 56 | 45 | n/a | n/a | n/a | n/a | n/a |
| Food, drink, consumables | 47 | 34 | n/a | n/a | n/a | n/a | n/a |
| Music gear | 29 | 21 | n/a | n/a | n/a | n/a | n/a |
| Pet products | 23 | 14 | n/a | n/a | n/a | n/a | n/a |
| Baby and kids | 10 | 9 | n/a | n/a | n/a | n/a | n/a |
| Unclassified | 3,342 | 1,078 | $100 | $300 | $1,000 | 508 | 27.9% |
Eleven categories are listed with their counts and suppressed on every other column, because each falls below the 200-campaign or 50-business minimum. They are shown so you can see everything measured, including what did not clear a threshold. The median across all valued campaigns in the window is 550 Entrants, which is the baseline each row should be read against.
Two rows clear the thresholds and they say something useful. A gift card or cash prize runs a median of $125 and draws 449 Entrants, below the 550 baseline. Tech hardware runs $499, four times the money, and draws 1,030, which is 2.3 times the people and above the baseline. Hardware also converts better, 26.1 percent against 22.4.
Four times the money, 2.3 times the people. That is close to what the same step buys inside the cash range in section 4, where 4.8 times the budget came with 2.2 times the Entrants. Read the two rows as a description of the hardware and gift card segments rather than as evidence that the prize type is doing the work.
A platform median of $300 describes almost nobody. We classified 2,849 customer sites by hand against the 21 verticals Gleam publishes at gleam.io/industries, reading the domain of each account rather than matching keywords. That covers 95.2 percent of the campaigns in this window, and the spread it exposes is wider than any other cut in this study.
Table 15 · Prize budget and outcome by industry, 1 Sep 2025 to 13 Aug 2026
| Industry | Campaigns | Businesses | Prize P25 | Median prize | Prize P75 | Entrants | Entered | Actions |
|---|---|---|---|---|---|---|---|---|
| Content Creators | 4,081 | 804 | $25 | $100 | $300 | 299 | 28.9% | 7 |
| E-commerce | 2,403 | 372 | $100 | $300 | $885 | 673 | 33.0% | 5 |
| Smart Wear Gadgets | 1,547 | 214 | $100 | $430 | $1,768 | 1,056 | 27.5% | 9 |
| Cryptocurrency | 1,167 | 180 | $200 | $513 | $1,560 | 343 | 45.4% | 5 |
| B2B | 841 | 139 | $50 | $200 | $1,461 | 355 | 23.5% | 6 |
| RPG Board Games | 702 | 170 | $137 | $320 | $971 | 534 | 22.5% | 9 |
| Sports | 491 | 136 | $290 | $720 | $2,159 | 1,122 | 23.3% | 7 |
| Hobbies, Crafts, DIY | 445 | 116 | $150 | $350 | $1,300 | 679 | 26.4% | 7 |
| Esports | 341 | 100 | $160 | $400 | $1,350 | 824 | 28.7% | 9 |
| Brick and Mortar | 282 | 103 | n/a | n/a | n/a | n/a | n/a | n/a |
| Events and Webinars | 396 | 41 | n/a | n/a | n/a | n/a | n/a | n/a |
| Apparel and Fashion | 240 | 76 | n/a | n/a | n/a | n/a | n/a | n/a |
| Music | 240 | 62 | n/a | n/a | n/a | n/a | n/a | n/a |
Nine verticals clear the 300-campaign and 75-business minimum. In five of them one account held more than 10 percent of the campaigns, so that account is removed from the row and from its campaign count: E-commerce, Cryptocurrency, B2B, Hobbies Crafts DIY and Esports. Removing it moved the median Entrants by less than 5 percent in three of the five. It moved Cryptocurrency from 458 Entrants to 343 and the B2B median prize from $629 to $200, which is why the rule exists. Four more verticals are listed with their counts and suppressed on every other column. Prize columns use the campaigns in each row that state a value, between 157 and 1,623 of them.
The median prize runs from $100 among content creators to $720 in sports, a seven-fold spread. Set that against the platform median of $300 and the planning error shows up. A creator budgeting $300 plans to spend three times what their peers spend. A sports brand budgeting the same plans to spend under half.
The outcome columns do not follow the money. Sports runs the highest prize at $720 and draws 1,122 Entrants. Cryptocurrency runs $513 and draws 343. Smart Wear Gadgets runs $430, less than either, and draws 1,056. E-commerce runs $300, under half the sports budget, and draws 673. Rank the nine verticals by prize and by Entrants and the two orders barely agree, which is the same result section 4 found inside a single spectrum of cash values.
Budget is the smaller half of the decision. The prize itself is the other half, and it is not the same object from one vertical to the next. We read the prize name on every campaign in the window and sorted it into one of 17 physical categories, then took the two most common in each vertical.
Table 16 · Most common prize types by industry, 1 Sep 2025 to 13 Aug 2026
| Industry | Most common prize | Share | Median value | Second most common | Share | Median value |
|---|---|---|---|---|---|---|
| Content Creators | Gift card or voucher | 14% | $45 | Product bundle or prize pack | 10% | $140 |
| E-commerce | Gift card or voucher | 22% | $100 | Product bundle or prize pack | 17% | $250 |
| Smart Wear Gadgets | Console or PC hardware | 35% | $144 | Product bundle or prize pack | 8% | $906 |
| Cryptocurrency | Cash or crypto | 36% | $300 | No second type clears the minimum | n/a | n/a |
| B2B | Gift card or voucher | 35% | $50 | Product bundle or prize pack | 8% | $1,137 |
| RPG Board Games | Game key or in-game item | 17% | $125 | Console or PC hardware | 12% | $420 |
| Sports | Regulated goods | 21% | $1,129 | Product bundle or prize pack | 14% | $568 |
| Hobbies, Crafts, DIY | Product bundle or prize pack | 18% | $595 | Gift card or voucher | 10% | $432 |
| Esports | Game key or in-game item | 29% | n/a | Console or PC hardware | 20% | $1,900 |
A prize type is listed only where at least 20 distinct businesses in that vertical used it, and a median value only where at least 30 priced prizes from at least 15 businesses support it. Shares are the percentage of that vertical's campaigns whose prize name fell in the category, so they do not sum to 100: the remainder is spread across the other 15 categories and across prize names too short to classify.
Three things fall out of that table. Gift cards lead in three of the nine verticals and are the cheapest thing in the study, at a $45 median among creators and $50 in B2B. Hardware leads where the audience is already shopping for it, and the prices match. Esports accounts give away consoles and PCs at a median of $1,900. Gadget brands run the same category at $144, because they mostly give away one accessory instead of a full machine. And the second-place type is usually more expensive than the first, sometimes by a factor of twenty, as in B2B at $50 against $1,137.
That last pattern is the prize-fit argument in numbers. In every vertical the common prize is the cheap generic one, and the expensive specific one runs second. Neither section 4 nor section 8 found the expensive option buying proportionate reach, so the cheap generic prize holds up better than it looks. Picking one that the vertical's audience specifically wants is the decision that pays.
One row carries a warning. Cryptocurrency converts at 45.4 percent against a platform median near 29, on the shortest widget of any vertical at five Actions. That is either the most efficient audience on the platform or an artifact of automated entry. The invalid-entry rate for that vertical has not been measured, so this row is published as a description of the segment and is not a benchmark for anyone outside it.
1,135 sites in this window remain unclassified, which is the 4.8 percent of campaigns the tables above do not cover. They average under one campaign each, so finishing them changes coverage more than it changes any number. Four verticals sit close to the reporting minimum, and Podcasting, Baby, Pets and Wine and Spirits are barely present. The vertical labels in this edition are unaudited. An earlier pass of the same method measured a 6 percent error rate. Nobody has run a blind audit on the labels used here. Treat every vertical cut as carrying errors of that size.
Find your vertical in Table 15, take its median as the budget, then use Table 16 to see what your peers hand over at that price. If the common type in your vertical is a gift card and you sell a physical product, your own product is the cheaper move.
Prize types are read from the prize name, so a badly named prize lands in the wrong category or in none. The medians are what the organizer typed as the value, which is a claim and not an appraisal. And no row here compares two prize types inside the same audience, so nothing in Table 16 says a console beats a gift card for the same brand.
Prize budgets are stable. What organizers ask Entrants to do moved. Three Actions have grown and eight have shrunk over six years, and the direction of travel is away from asking people to broadcast and toward asking them to arrive from somewhere you already own. If your Action stack came from a guide written a few years ago, this is the table to check it against.
Table 17 · Share of campaigns using each Action, by start year
| Action | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | Change |
|---|---|---|---|---|---|---|---|
| Secret code | 5.3% | 5.4% | 6.2% | 8.1% | 7.7% | 11.7% | ▲ 6.4 pp |
| Email Subscribe | 27.3% | 20.9% | 23.6% | 25.8% | 23.9% | 29.2% | ▲ 1.9 pp |
| Custom Action | 78.2% | 80.0% | 75.2% | 78.3% | 82.0% | 78.6% | ▲ 0.4 pp |
| Discord join | 17.4% | 35.0% | 25.5% | 20.8% | 18.0% | 17.2% | ▼ 0.2 pp |
| YouTube Channel Visit | 39.2% | 27.2% | 26.6% | 29.4% | 30.4% | 36.7% | ▼ 2.5 pp |
| Twitch follow | 20.0% | 11.6% | 12.2% | 15.2% | 14.2% | 12.9% | ▼ 7.1 pp |
| Share Action | 42.2% | 47.5% | 47.8% | 43.6% | 32.8% | 30.6% | ▼ 11.6 pp |
| X Follow | 67.8% | 73.6% | 69.2% | 62.6% | 54.3% | 50.5% | ▼ 17.3 pp |
| X repost | 35.4% | 46.6% | 42.6% | 35.2% | 25.2% | 16.8% | ▼ 18.6 pp |
| Facebook visit | 42.4% | 28.0% | 28.7% | 31.5% | 23.2% | 22.0% | ▼ 20.4 pp |
| Instagram profile visit | 49.8% | 35.9% | 39.0% | 44.3% | 32.0% | 22.5% | ▼ 27.3 pp |
165,204 campaigns, 2021 to 13 August 2026. Only Actions available for the whole period are shown, so the movement is organizer choice. Instagram follow, TikTok follow and Facebook like are excluded: each sits at zero until the quarter it shipped, so their rise records a product release.
X reposts more than halved from their 2022 peak. Instagram profile visits fell 27 points. The only Action in that table growing by more than two points is the Secret Code, which an Entrant can only complete if they met your campaign somewhere off the widget.
Eight declining rows invite one reading, that organizers are stripping Actions out. The median campaign says otherwise. It asked for 7 Actions in 2021 and it asks for 7 today, unchanged in every year between.
The three Actions excluded from table 17 are where the movement went. Each shipped partway through the period, so a six-year trend line would record a product release rather than a choice, which is why they sit outside the table. Their adoption since launch:
Table 18 · Share of campaigns using the Actions that shipped mid-period
| Entry Action | First full year | 2023 | 2024 | 2025 | 2026 |
|---|---|---|---|---|---|
| TikTok Follow | 2023 | 7.8% | 22.3% | 25.1% | 30.2% ▲ 22.4 pp |
| Instagram Follow | 2025 | n/a | n/a | 21.0% | 46.7% ▲ 25.7 pp |
| Facebook Like | 2025 | n/a | n/a | 10.1% | 21.7% ▲ 11.6 pp |
Same 165,204 campaigns. 2026 covers 1 January to 13 August, so it is a partial year. Each Action reads n/a before the quarter it shipped, because a zero there would describe Gleam's release schedule rather than organizer behavior.
Instagram Follow reached 46.7 percent of campaigns in its second year, which is higher than every row in table 17 except X Follow and Custom Action. So the widget is the same length as it was six years ago and the slots are filled differently: broadcast Actions out, follow and arrival Actions in. That is substitution, and it is the thing to check your own stack against.
A single trend line across the whole platform is the wrong unit for this decision, because the verticals do not build the same widget. Using the industry classification from section 9, here is what each one asks for.
Table 19 · Share of campaigns using each Action, by industry, 1 Sep 2025 to 13 Aug 2026
| Entry Action | Creators | E-comm | Gadgets | Crypto | B2B | Games | Sports | Hobbies | Esports |
|---|---|---|---|---|---|---|---|---|---|
| X Follow | 51.4% | 28.9% | 68.3% | 86.1% | 32.7% | 61.7% | 44.6% | 33.5% | 66.3% |
| Visit a Page | 55.2% | 52.1% | 61.5% | 44.8% | 50.9% | 54.3% | 58.7% | 40.0% | 61.3% |
| Instagram Follow | 34.5% | 43.1% | 64.1% | 14.4% | 37.0% | 42.7% | 40.9% | 68.1% | 63.0% |
| YouTube Channel Visit | 47.5% | 21.1% | 48.0% | 11.8% | 22.6% | 43.4% | 40.5% | 47.0% | 43.7% |
| TikTok Follow | 27.3% | 25.0% | 58.0% | 12.6% | 27.6% | 36.6% | 13.6% | 43.6% | 34.9% |
| Email Subscribe | 20.2% | 34.5% | 21.2% | 6.3% | 27.7% | 17.4% | 51.9% | 47.9% | 12.0% |
| Viral Share | 25.4% | 29.0% | 29.3% | 27.1% | 20.7% | 24.4% | 45.6% | 55.1% | 12.3% |
| Bonus Entry | 30.8% | 28.9% | 29.0% | 13.8% | 52.3% | 47.9% | 50.5% | 35.1% | 33.4% |
| Answer a Question | 10.7% | 13.5% | 16.3% | 62.6% | 20.8% | 18.5% | 10.4% | 7.2% | 5.6% |
| Chat Members | 19.2% | 6.6% | 41.2% | 21.0% | 7.1% | 59.7% | 1.6% | 12.8% | 54.8% |
| Telegram Members | 2.8% | 2.4% | 11.4% | 70.1% | 0.7% | 3.7% | 1.8% | 0.7% | 13.5% |
| Custom Action | 16.6% | 14.6% | 14.1% | 18.9% | 35.6% | 23.6% | 11.4% | 25.8% | 23.8% |
| Secret Code | 10.3% | 4.2% | 18.3% | 1.9% | 9.4% | 12.3% | 15.3% | 15.1% | 14.7% |
Campaign counts per column: Creators 4,081, E-commerce 2,403, Smart Wear Gadgets 1,547, Cryptocurrency 1,167, B2B 841, RPG Board Games 702, Sports 491, Hobbies Crafts DIY 445, Esports 341. Every column clears 300 campaigns and 75 businesses, and carries the same dominance trim as Table 15. Columns do not sum to 100 because a campaign uses several Actions.
Read across the Email Subscribe row. Sports asks for an email on 51.9 percent of its campaigns and cryptocurrency on 6.3 percent, an eight-fold difference in the one Action that collects an address the organizer keeps. Read across Answer a Question: 62.6 percent in cryptocurrency against 5.6 percent in esports.
Two verticals build a widget nobody else builds. Cryptocurrency runs on X Follow at 86.1 percent, Telegram at 70.1 and Answer a Question at 62.6, and almost nothing else. B2B runs Bonus Entry at 52.3 percent and Custom Action at 35.6, the highest Custom Action share in the table, which is a vertical building entry paths that Gleam does not ship by default.
Cross-read this against Table 16 and the stacks line up with the prizes. The three verticals that hand out gift cards most often, creators, e-commerce and B2B, are also the three that ask for the fewest social follows. The two that hand out hardware and game keys, gadgets and esports, run the longest social stacks at nine Actions. Both halves of the campaign are picked for the same audience, which is the argument section 5 makes about Action choice, seen from the prize side.
So the platform-wide decline in the table above is an average of nine different movements. If your vertical is in this table, plan from your column. If it is not, the platform figures are the best available and they are describing somebody else's campaign as much as yours.
What this does not show is that any of these stopped working. Gleam's own customer mix changed across six years, and a platform can withdraw an Action through an API change without anyone choosing anything.
Start here
Twenty-two times the prize budget came with 3.2 times the Entrants. A return that poor means the budget is a smaller lever than reach or entry Actions. Decide what your intended audience actually wants, then use the next row to work out how much of it to buy. We have not measured prize fit directly and say so in section 9, so this is the one recommendation here that rests on what the data rules out.
Biggest measured effect
Two decisions sit here and both are free. One to three Actions converted 44.0 percent of Impressions against 23.8 percent at thirteen or more, and at the same reach the longer widget ends with 35 to 41 percent fewer Entrants. Then, at any given length, using one Action instead of another came with a further 10.9 point spread on Conversion. Cut the Actions that are not outcomes you want, then rank the ones you keep against table 7.
Set the budget
Each Entrant carries $0.44 of stated prize value in the $100 to $499 band and $3.35 above $2,500. Decide how many people you need, then find the cheapest band that gets you there. The median is $300 overall, and on your own plan it is $140 on Hobby, $312 on Pro and $645 on Business.
Read the result
A bigger prize gets promoted harder, so more people see the widget than enter it. Across the prize range, Impressions rose 317 percent and Entrants rose 218 percent, which pulls the rate down 5.5 points. On an expensive campaign, count Entrants.
Structure the prize
Campaigns with five or more prizes spend a median $1,632 against $240 for a single prize, so 6.8 times the budget. Their top prize moves from $150 to $400, which is 2.7 times. The extra money buys more winners, and 81 percent of the competitions that state a prize value run a single prize. n = 226 campaigns from 126 businesses at five or more prizes and 5,094 from 1,343 at one, of the 6,322 that state a value.
One thing this study cannot tell you is whether raising your prize would raise your reach. Bigger prizes and bigger audiences travel together in this data, and the businesses that can fund one usually already have the other. Treat the numbers above as what campaigns like yours achieved, and plan against the P25 column when you need a number you are confident of clearing.
These are the canonical tables for this edition, restated next edition on the same definitions.
Table 20 · Prize budget, full distribution, 1 Sep 2025 to 13 Aug 2026
| Measure | Value | What it means |
|---|---|---|
| Campaigns | 6,322 | Campaigns recording a prize value |
| Businesses | 1,798 | Distinct Gleam accounts behind them |
| P10 | $25 | One campaign in ten spends less than this |
| P25 | $90 | A quarter spend less than this |
| Median | $300 | Half spend less, half spend more |
| P75 | $1,000 | A quarter spend more than this |
| P90 | $3,000 | One campaign in ten spends more than this |
| P95 | $5,000 | One in twenty spends more than this |
Table 21 · Prize budget planning ranges by plan, 1 Sep 2025 to 13 Aug 2026
| Plan | Careful (P25) | Plan on (median) | Ambitious (P75) |
|---|---|---|---|
| Free | $25 | $65 | $200 |
| Hobby | $50 | $140 | $396 |
| Pro | $100 | $312 | $994 |
| Business | $200 | $645 | $2,500 |
Premium is left out at 80 campaigns and 47 businesses stating a value, below the reporting minimum. Free carries 547 campaigns from 219 businesses, which clears it.
Table 22 · What to expect by prize band, 1 Sep 2025 to 13 Aug 2026
| Prize band | Entrants P25 | Entrants median | Entrants P75 | Entered (median) |
|---|---|---|---|---|
| Under $100 | 177 | 321 | 562 | 25.3% |
| $100 to $499 | 208 | 471 | 1,041 | 27.6% |
| $500 to $2,499 | 366 | 1,046 | 2,124 | 26.4% |
| $2,500 and over | 462 | 1,499 | 4,348 | 22.1% |
Plan against the P25 figure if you need a number you are confident of clearing, and against the median if you are setting an expectation. The gap between P25 and P75 is what campaigns on the same budget actually vary by.
Table 23 · What to expect by entry-Action count, 1 Sep 2025 to 13 Aug 2026
| Entry Actions | Entrants P25 | Entrants median | Entrants P75 | Entered | Entries per Entrant |
|---|---|---|---|---|---|
| 1 to 3 | 195 | 482 | 1,363 | 44.0% | 1.3 |
| 4 to 5 | 187 | 407 | 1,141 | 32.4% | 3.1 |
| 6 to 8 | 213 | 467 | 1,305 | 27.2% | 4.3 |
| 9 to 12 | 239 | 516 | 1,347 | 24.5% | 6.0 |
| 13 or more | 304 | 682 | 1,444 | 23.8% | 9.5 |
Table 22 uses the 6,322 campaigns that state a prize value. Table 23 uses the 16,561 campaigns in the window for the Entrant columns, and the 16,542 with at least 100 Impressions for the Entered column. Every campaign in both now carries an Entrant count, so neither is size biased. Read them as ranges for a campaign of that size, and shade down if yours is smaller.
The median Gleam competition gives away a prize worth $300, and the middle half sit between $90 and $1,000. Expand for the figures by plan and what one entrant costs.
Fit first, value second. Prize money buys entrants at a rising unit price, so the budget is rarely what separates a campaign that works from one that does not. Read on for the numbers.
Campaigns with bigger prizes did draw more entrants, but the return falls away fast: 22 times the budget came with 3.2 times the people. Expand for what that means for your budget.
About 29 percent of the people who see a Gleam competition widget go on to enter it, and the range runs from 44 percent down to 24 percent depending on how much you ask for. Read on for the full benchmark.
Because more people saw the widget. Across the prize range, impressions rose 317 percent while entrants rose 218 percent, so the rate fell even as the campaign drew more people. Expand for how to read it.
Fewer than most campaigns ask for. One to three entry methods converted 44.0 percent of viewers, thirteen or more converted 23.8 percent, and the longer widget ended with fewer people. Read on for the trade.
More entry methods does not bring more entrants. The right entry methods do. Two campaigns asking for the same amount of work can perform very differently. Expand for the comparison.
Everything above rests on the decisions in this section. It sits at the end so the findings come first, and it is written to be checked.
Every campaign analyzed here ran on Gleam, and the businesses behind them pay a subscription to use it, so Gleam has a commercial interest in how giveaways are understood. This is first-party platform data from businesses that chose Gleam. A survey of marketers in general would look different. To reduce vendor bias we publish the metric definitions, the sample filters, the exclusion rules, the cells we suppressed and the relationships that did not hold.
| Field | Value |
|---|---|
| Prize value | the sum of prize value times quantity across a campaign's prizes, US dollars only, at campaign level |
| Top prize | the largest single prize value on the campaign |
| Entrants | unique valid participants, after Gleam's invalid-entry filtering |
| Impressions | Widget Views, the denominator for Conversion. A view is a render of the widget, so one person who returns is counted more than once. We do not hold a unique-viewer count, which is why this report never converts Impressions into people |
| Entered | Entrants divided by Impressions, at campaign level. A rate per widget view and not a rate per person |
| Entries per Entrant | valid entries divided by Entrants, at campaign level |
| Prize cost per Entrant | stated prize value divided by Entrants, taken as a median across campaigns rather than as one ratio of two totals |
| Entry Actions | entry methods configured on the campaign |
| Business | the Gleam site, which is the billing and workspace unit |
| Unit of analysis | the campaign, never the entry and never the Entrant |
Headline figures cover campaigns starting between 1 September 2025 and 13 August 2026, by campaign start date. 13 August 2026 is the last campaign start date in the export. Entrant counts come from a second, complete dump supplied by Gleam engineering on 10 September 2026, because a serialization fault in the first export omitted the Entrant count from two thirds of records. 379 campaigns carry different Entrant counts in the two sources, 0.2 percent of the export, and this edition uses the September dump for all of them. That is 11.4 months and we label it as the window itself instead of calling it a trailing year, because eighteen days of a full year would contain no campaigns. Every table on this page carries its own window in the caption. The whole export runs from February 2017 to 13 August 2026, and 99.3 percent of it starts in 2020 or later. Structural cuts run 2021 to 2026 and say so where they appear. Year-on-year comparisons in the next edition will compare the same calendar months.
- 33 campaigns in the window are excluded for a duration outside 0 to 365 days. Across the whole export 1,026 records fail that test, including one recorded at 694,015 days.
- Prize values in currencies other than US dollars are excluded rather than converted, because we hold no dated exchange rate. They are 134 of 92,606 prize records, or 0.1 percent.
- Campaigns under 100 Impressions are excluded from Conversion, because the denominator is too small to carry a rate. That removes 19 campaigns from the Entrant sample, leaving 16,542.
- Any cell below 200 campaigns or 50 businesses is suppressed and shown as n/a. Industry cuts use a higher bar of 300 campaigns and 75 businesses, and Tables 15 and 19 say so. Sixteen cells on this page are suppressed: eleven prize types in Table 14, four verticals in Table 15, and Premium planning ranges in Table 21. Premium Entrant figures in Table 1 are shown with a warning rather than suppressed, at 47 businesses.
- No account dominates a reported cell. Among the 6,322 campaigns stating a value the largest business holds 5.4 percent and the top three hold 12.2 percent. Across all 16,561 campaigns in the window the largest business holds 2.1 percent. Table 7 also reports the largest business share on every row and suppresses any Action above 10 percent.
Campaign results are extremely skewed, and averages here are not describable. In the twelve-month window the mean stated prize value is $113,326 against a median of $300, because a handful of records carry implausible values, one of them at $100 billion. An average built on that tells you nothing about your campaign. Every headline figure on this page is a median, the benchmark tables carry the 25th and 75th percentiles, and every cell carries its campaign and business count.
Every comparison was run four ways before publication. Across the full sample, on one campaign per business, inside a single plan tier, and inside bands of entry-Action count. A difference that appears only in the first is reported as not holding. Where two factors move together, such as plan tier and prize budget, the comparison is repeated with one of them held inside a band, and the controlled figure is the one published.
- It is not all giveaways. It is Gleam competitions, run by businesses that chose Gleam.
- It carries no causal design. Nothing here shows that changing a prize, a plan or an Action count causes an outcome. Every comparison is between campaigns that already differed.
- It is not adjusted for inflation. Values are nominal.
- Its industry labels are unaudited. 2,849 sites were classified by hand from their domain, covering 95.2 percent of campaigns, and no blind re-classification audit has been run on that pass. The prior keyword pass measured a 6 percent error rate.
- It does not measure revenue, sales or list quality. Entrants are Entrants, and this study does not claim they are qualified leads.
Three customers are named on this page: MAINGEAR, Delta Sonic and Muckender Towels. Every figure quoted for them comes from their own published Gleam case study, which each of them agreed to. No customer is named anywhere in the benchmark tables, and no single campaign in the dataset is described in a way that would identify the business behind it.
Edition 1, published 14 September 2026. No prior edition. Corrections to this page will be published as a new version with the change named. Numbers are never altered silently.
According to the Gleam Giveaway Benchmarks 2026, the median Gleam competition that states a prize value states $300, based on 6,322 campaigns run by 1,798 businesses in the window of 1 September 2025 to 13 August 2026.
| Field | Value |
|---|---|
| Title | Gleam Giveaway Benchmarks 2026, Edition 1 |
| Publisher | Gleam.io (Crowd9 PTY LTD) |
| Author | Eduardo Cabrera, Growth Marketing |
| Published | 14 September 2026 |
| Data window | 1 September 2025 to 13 August 2026 |
| Sample | 16,561 competitions from 3,651 businesses in the core window; 165,204 campaigns since 2021 for structural cuts |
| Charts | May be republished with attribution and a link to this report |
- Laporte, S. and Laurent, G. (2015). More prizes are not always more attractive. Journal of the Academy of Marketing Science 43, 395-410. Five experiments. Directional comparison only, because the experiments test stated preference and this study measures configured campaigns.
- Dickson, P. R. and Sawyer, A. G. (1990). The price knowledge and search of supermarket shoppers. Journal of Marketing 54(3), 42-53. In-store observation with intercept interviews. Context only, and 36 years old.
We did not benchmark Conversion against a published industry average. The giveaway benchmarks we found either do not state their denominator or measure a different one, so a comparison would put two unlike rates side by side.
About this series. Gleam publishes studies on competitions, lead capture, user generated content and rewards, built on first-party platform data. Every edition ships a methodology section, a changelog and the comparisons that did not hold. Published numbers are never changed silently; corrections create a new version.
Next in this series. A study of where competitions get seen, using daily referrer data held for 159,103 campaigns. It is the analysis that would separate promotion from prize money in section 4.
Known data limits. A serialization fault in the export omits the Entrant count from two thirds of records. Gleam engineering supplied a complete dump on 10 September 2026 and every Entrant figure in this edition uses it, so the earlier size bias is gone. 379 campaigns carry different Entrant counts in the two sources, 0.2 percent of the export, and this edition uses the September dump for all of them. Two campaigns carry corrupt dates and are excluded.