Understanding the Basics of Monetisation - Mobile Ad Networks

Hi Guys,
I am a developer who has posted three apps to the store, all got featured for a period of time, one in 5 countries.
Ive got all the tracking and reporting SDK's installed, localised to 10 countries and now I am looking to monetise.
I tried a couple of things outside of the app store and were a waste of time (Social media etc)
For Paid apps I was thinking
Paid Reviews through Gummicube
With a weekly burst through Tapjoy -
Tapjoy Questions:
1. For a 99c app what should one pay per CPI? 50c or 1.00?
2. Just run with Mobile and exclude PC
3. Split test a couple of ads for the same region (just like you do on Google Adwords)
4. Best format for Creative, Full Screen Banners or Marketplace ads?
Are there any other decent platforms for CPI for Paid apps? The only other one I can think of is Feature Points.
Now my free versions
Can someone in simple terms explain how this process works, yes I know I must have been living under a rock!
1. My two free versions are in the Utilities Category. Both have 3 IAP's each.
I have Revmob and Chartboost and Flurry SDK loaded up. I only get 1,000 installs per week.
So I have an ad budget of $200-500 per day.
So if I spend 200 per day, how many visitors should I expect and what is the best network or method, there is so many CPC, CPM, CPI.
I can see how the maths stacks up if I buy say 200 x $1 per install per day and then just reply on eCPM from Revmob to get my money back? Then hope to generate IAP for the Lifetime value of user? Is this how this Free game works these days.
I here of people getting $3-8 CPI through Revmob etc, is this really happening.
Happy to scale the $ but from experience with some other 'so called' sure bet marketing idea's like social, which returned $0.
Lots of questions but hopefully a good conversation.
Getting featured was easy in my opinion, monetisation is the more difficult aspect.

Related

How much does your android app make?

I have some ideas for a bunch of different apps but am trying to get a realistic feel for how much different kinds of apps make.
So please post:
Your App Name:
Short Description:
Monthy/Yearly/or Daily Revenue:
Is it Paid? FreeWithDonation? or FreeWithAdds?
Any other comments:
GingerEffect said:
I have some ideas for a bunch of different apps but am trying to get a realistic feel for how much different kinds of apps make.
So please post:
Your App Name:
Short Description:
Monthy/Yearly/or Daily Revenue:
Is it Paid? FreeWithDonation? or FreeWithAdds?
Any other comments:
Click to expand...
Click to collapse
We build apps for clients and this is what we normally tell the client: Unless your ideas are really really really good and you have a really really really good way to market it, most mobile applications will loose money (cost of each app is around 25-50k). They are there to expose your business normally. In terms of games, it's a whole different area. I heard that angry bird makes about a million dollars a month in ads alone.
If you are looking for paid app, no point releasing it for under $5.00 unless you are looking for donation amount. With the way android market is setup, out of 100 apps, only 50% will stick in terms of actual purchase. As for donation, don't even bother. Most people are users. They don't like to donate. Might as well make it as free with ads. (see above for potential revenue). But I can tell you up front that most ads driven apps do not come anywhere close.
I hope I am transparent enough for your question.
Since I am doing it in my spare time the cost of mobile app development will be time only. So just $20 a day would be amazing. I would likely make it free with adds.
I'd love to see how much your clients' apps make per month if you have that data.
Your App Name: Nudnik Calendar Notifications
Short Description: The very much needed repeating alarms (notifications) for stock calendar events.
Monthy/Yearly/or Daily Revenue: Monthly ~150 to 200 euros and growing...
Is it Paid? FreeWithDonation? or FreeWithAdds? PAID
Nice thread idea, I'm always interested to here development stories and info.
I'm just starting out and I'm deploying apps for the casual user....for now. It's a tough market, in my opinion, to write an app that the masses just can't live without and will pay $1.00 or $2.00 for and get you 10,000 downloads. Would be nice though
Now, what I want to target are companies, universities and business' that need a smartphone or iPad application. I think it's a young enough technology to get going.
For example: Auto Parts stores...app runs, put in car, year, make, model and you get back a list: "Electrical" "Brakes" "Engine", yada, yada. Much the way they look it up at the store. Find your part, pay for it and it's at the door when you walk in.
What you have to keep in mind is "why use the phone when I can use my computer or just call the business/store?" You have to take the particular business and app and target the mobile user. Still, a huge market exist out there (think GPS Campus Navigator for freshman college students ) Don't take it, I have it copyrighted LOL
Just like companies had to have a web site, I think most are going to want a mobile app. Or for the budding web designer, just a web site that's formatted for the smaller screens.
seraph1024 said:
We build apps for clients and this is what we normally tell the client: Unless your ideas are really really really good and you have a really really really good way to market it, most mobile applications will loose money (cost of each app is around 25-50k). They are there to expose your business normally. In terms of games, it's a whole different area. I heard that angry bird makes about a million dollars a month in ads alone.
If you are looking for paid app, no point releasing it for under $5.00 unless you are looking for donation amount. With the way android market is setup, out of 100 apps, only 50% will stick in terms of actual purchase. As for donation, don't even bother. Most people are users. They don't like to donate. Might as well make it as free with ads. (see above for potential revenue). But I can tell you up front that most ads driven apps do not come anywhere close.
I hope I am transparent enough for your question.
Click to expand...
Click to collapse
Sorry, but that's rubbish.
I have 2 apps, one costing £2.00 (roughly $3.10) and the other costing £1.50 ($2.37) which make about £65 to £70 a week (that's about $102). That jumps to around £100-110 if i update them both.
If you have 3 or 4 good app ideas there no reason you couldn't live off the procedes.
Don't forget you could also offer 2 of the same app, one free with ads, the other paid with no ads to maximize your earnings.
Meltus said:
Sorry, but that's rubbish.
I have 2 apps, one costing £2.00 (roughly $3.10) and the other costing £1.50 ($2.37) which make about £65 to £70 a week (that's about $102). That jumps to around £100-110 if i update them both.
If you have 3 or 4 good app ideas there no reason you couldn't live off the procedes.
Don't forget you could also offer 2 of the same app, one free with ads, the other paid with no ads to maximize your earnings.
Click to expand...
Click to collapse
very nice but can you please answer the questions in the main subject
Meltus said:
Sorry, but that's rubbish.
I have 2 apps, one costing £2.00 (roughly $3.10) and the other costing £1.50 ($2.37) which make about £65 to £70 a week (that's about $102). That jumps to around £100-110 if i update them both.
If you have 3 or 4 good app ideas there no reason you couldn't live off the procedes.
Don't forget you could also offer 2 of the same app, one free with ads, the other paid with no ads to maximize your earnings.
Click to expand...
Click to collapse
he did say that if you have a great idea .. you'll do find.. but his post was mostly about the majority of the apps
some bump love
Bumpy lumpy
Sent from my Blade using Tapatalk
Meltus said:
Sorry, but that's rubbish.
I have 2 apps, one costing £2.00 (roughly $3.10) and the other costing £1.50 ($2.37) which make about £65 to £70 a week (that's about $102). That jumps to around £100-110 if i update them both.
If you have 3 or 4 good app ideas there no reason you couldn't live off the procedes.
Don't forget you could also offer 2 of the same app, one free with ads, the other paid with no ads to maximize your earnings.
Click to expand...
Click to collapse
I have 4 apps and can hardly make $5 a month. Can you help me?

Waypedia Review - How I increased my app's downloads

Hello Fellow developers, I hope you're all doing well
I had like 7 apps in google play but only 2 of them were getting organic downlaods,
the other apps they didnt have much downloads, because of the competition in the market, I had to figure out a way to increase my downloads for the other apps so I tried facebook ads to promote my apps it didn't work and it was too damn expensive.
I came across a beautiful website for buying Real 100% legit downloads for my apps, and it's so cheaper than the others!
US installs cost only $0.14 per install. and worldwide installs cost $0.12 per install.
I bought 1000 downloads for 3 apps of mine and they all ranked top 30 for my keywords, Now I am getting organic downloads everyday and making more money with Admob.
I wanted to share my experience with you here in this forum
The website where I bought the downloads from is : waypedia.com
you can Use this code: IRTK5 when you register and you will get 10% more funds in your first deposit.

Share you paid advertising experience

I've just published my game to Google Play Store and was thinking of purchasing some advertising or pay per install ads. Anyone has any experience using Facebook ads, Admob, appbrain or other ad networks? What would you recommend. I do not have a large budget, for a start I am planning to spend around USD100.
Digitally said:
I've just published my game to Google Play Store and was thinking of purchasing some advertising or pay per install ads. Anyone has any experience using Facebook ads, Admob, appbrain or other ad networks? What would you recommend. I do not have a large budget, for a start I am planning to spend around USD100.
Click to expand...
Click to collapse
No experience with ads yet. I was recommended Facebook Lookalike Audience but we'll continue on our own up until 10k users. My fear would be to get a mass of users and disappoint them. Growing 100 at a time provides a good feedback loop to improve the app. Might use the Lookalike Audience then! Good luck!
Digitally said:
I've just published my game to Google Play Store and was thinking of purchasing some advertising or pay per install ads. Anyone has any experience using Facebook ads, Admob, appbrain or other ad networks? What would you recommend. I do not have a large budget, for a start I am planning to spend around USD100.
Click to expand...
Click to collapse
I am also interested in this topic. I have a free app with a paid (no ads) counterpart. I was considering using any of the services that charge per install (CPI) on the paid app. If the cost per install is lower than 70% of the price of your app, then that investment would be risk-free.
Has anyone tried something like that? Would you recommend any service in particular? (Ideally, the ones that do not require SDKs to be added to the app, I don't want to add crapware to my app).
Digitally said:
I've just published my game to Google Play Store and was thinking of purchasing some advertising or pay per install ads. Anyone has any experience using Facebook ads, Admob, appbrain or other ad networks? What would you recommend. I do not have a large budget, for a start I am planning to spend around USD100.
Click to expand...
Click to collapse
The budget normally starts from $10000. I don't think $100 generates significant data and downloads to help you make further decisions considering that average CPI is about $1.
Reply From A Guy That Knows The Data
Digitally said:
I've just published my game to Google Play Store and was thinking of purchasing some advertising or pay per install ads. Anyone has any experience using Facebook ads, Admob, appbrain or other ad networks? What would you recommend. I do not have a large budget, for a start I am planning to spend around USD100.
Click to expand...
Click to collapse
Great question! While I cannot, and will not give you numbers or estimates in any shape or form, I can give you broad and general advice.
First off, I'll explain my background in a bit more detail. I worked in advertising sales for years at the top companies, and then moved into the mobile app space (I am also a secret coder by night.) I then spent two years working in the mobile app data space - providing performance data in the form of estimates for downloads/revenue. Our job was to sell our vast data sets (on every mobile app and publisher - ranked and un-ranked) which were centered around accurate estimates for downloads/revenue for any given app in every category/subcat, and country for iOS and GP. We worked with mid-market and top publishers to help them forecast how many installs they would need to purchase to reach top rank, how many organic installs they would receive at that rank, and how many installs they would have to purchase on an ongoing basis to maintain that rank.
Based on my experiences, truth be told, most publishers that are actual companies (not small indie or single shop guys)....they are buying downloads. This is not to say that strong marketing campaigns don't come with this (PR, promotions, social media, viral, cross-promotional ads to existing user base, etc.), but in some way or another, most of them will be buying ads. Here is the caveat - it is not a simple process, at all. They have analysts that know exactly how much money they make off of one download....for instance...they know that for every download on xyz game, they make $2.30, and their CPI is $1.95, thus, their actual net rev is $.35 per install. However, this is all also centered around growth potential as well...so in many cases, they need to hit the top ranks for organic growth to generate higher profit margins, so they need accurate forecasting of exactly/roughly how many installs it's going to take to get there...and if they come up short, they don't make top charts and they either have to spend more money to climb up...or they're out of budget and they've lost $$$. Basically, if you want to buy ads...you need to set realistic goals, and understand what the value of your user is...from a financial standpoint. You must know your numbers cold before even considering putting a budget towards ads.
That being said, there are a ton of ways to buy ads out there, as I'm sure you and everyone knows. However, if you do get around to doing some solid analysis on what your users are worth, and want to run some testing with a low budget...nothing to break the bank...I would A) Go with a reputable company, even if the CPI/CPA is higher than you'd like....because you want to avoid fraudulent DL's....many ad networks will turn a blind eye to this for obvious financial reasons, and B) Try Facebook....honestly, I've spoken to many smaller developers that find a fair CPI/CPA, with pretty good ROI and retention.
Hope this helps - KNOW YOUR NUMBERS AND ALWAYS LOOK TO THE DATA
~Geo_Mojito
Some interesting data we are gathering at Thalamus.co, where we have the average CPI rates & Install Volumes of each network broken out by genre/platform/country. There are also contacts and minimum spends so should give you a good sense of what's out there.
A $100 budget is not too large, so it'd be hard to give you a definitive answer as to which network has basically no minimums (unless you want to work with a mobile self-serve DSP like PocketMath). Facebook would be a good place to start, although prices are at a premium due to high demand. I'd suggest really going all in on free methods like PR, reaching out to Bloggers, ASO, Social Fan Pages, Organic/Viral Installs, and Partnerships first.
My experience:
1) Social Networks advertising. I promoted it personally, it was tooooo long and without big results.
2) Youtube videos. Not bad, but you have to attract users to watch your videos and invite their friends to install your app.
3) Buying the marketing services in agencies. I have experience with several agencies, but App-Reviews has the best, I think.
4) Use different tools for advertising. I used AdMob, it had some success...
Digitally said:
I've just published my game to Google Play Store and was thinking of purchasing some advertising or pay per install ads. Anyone has any experience using Facebook ads, Admob, appbrain or other ad networks? What would you recommend. I do not have a large budget, for a start I am planning to spend around USD100.
Click to expand...
Click to collapse
After advertising services you can try some low budget app promotion services too. My personal choice is AppRankPRO . why is because it gives the proof of each and every install of the genuine real user and free keyword analysis services too. I think you can have a look at AppRankPRO

AD Networks for different applications

Hey guys,
I know there has been a couple threads about this topic but Im still having troubles distinguishing the different AD networks and potential revenues to be generated.
I was wondering what the 'secret' is to making money with mobile games. The AD revenues I have been getting from AdMob and Revmob aren' t making me feel like I am reaping the full benefits of my work.
What are your suggestions?
-Are Ad Networks the way to profit the most from your developments?
-How many Ad Networks do you guys implement?
-Which ones pay up the most?
-Which Ad Networks serve what purpose?(ex. AdMob for banner ads or Revmob for full screen? or both?)
-Are in-app purchases the way to go?(To unlock new levels, remove Ads, etc.)
Im in a huge dilemma after receiving $0.50 for over 1000 impressions. I was expecting to earn at least $3-5 like many Youtubers do(Which is less work then Game Development).
What are you suggestions we developers should take in order to maximize our revenues and reap the full benefits of our work. 1 week spent on an app and it makes $0.50? Thats just not reasonable. There has to be a 'secret' that people won't tell us.
It's a good idea to try out all the top ones if you have a large inventory.
There are many factors when trying to maximize yield from ad networks, couple of them being (on your end) what genre your app is, platforms you run on, and geos most of your users are based. On the network side, it's good to know what active advertisers they have running, and get them to give you an estimate of average eCPMs for apps like yours, and fill rates.
We have some of this data, but it is more on the user acquisition front (like Average CPI rates + Installs by genre/platform/geo) but it should be able to give you a good idea of what's out there, and maybe you can back it into a general eCPM. Link is in my signature.

Ways to do PPC, for cheap: A Guide.

Hi guys,
I just wanted to share some tips in how to get into paid marketing with you guys. I know budgets are typically low, so that's why I'm going to focus on cheap ways to do things. I know it's unlikely that any of us here click on online Ads, but I've been doing PPC for different companies (tech and non-tech) for over three years; you'd be surprised at how many people do actually click on these ads.
The first, but most important thing, is that you are going to want to make sure that you are measuring how your campaigns are working with Google Analytics; PPC and Display Marketing doesn't work for every type of app.
I'm gonna do a very brief summary of Google AdWords, but there's a lot more information online that really, I'm just summarising and repeating. If you want more details on how the AdWords system works, I recommend just doing a couple of Google Searches. If you know how AdWords work, feel free to scroll down to the bolded "now".
Google AdWords is where advertisers pay for Ads to appear on keywords. Billing works on a per click basis. That is, you are only charged when someone clicks on your ad. You ad could be shown a thousand times, but as long as it doesn't have anyone clicking on it, you won't be charged.
There are at most, ten positions your ads can appear in on the Google Search pages. Ideally, you want to be in positions 1-3.
You can set a bid for every keyword you put in. The highest bid wins, with very one important exception. So, let's say that Acme is paying $2.50 for the keyword "App", Tyrell Corp $1.00 and IndieDevRUs $0.50. When we look at pure amount paid, Acme's ad would be pos 1, Tyrell pos 2 and IndieDevRUs pos 3.
BUT! There is something called quality score as well. Quality score is a measure of how good your landing page is, how much it is related to your KW, and how related your ads are to the keyword. Acme's Ad is actually linking to their home page, with no mention of their App anywhere. Tyrell Corp is a bit better, and have linked to their app landing page, but they don't actually mention the keyword 'app' in their AdText. IndieDevRUs, however, have an amazing landing page, and have ad text all about apps. What now happens is this: IndieDevsRUs is at position 1, Tyrell Corp is at Pos 2, and Acme is at pos 3. Even better; IndieDevRUs is still only paying $0.50 per click, whereas Acme, even though they are at position 3, are paying $2.50 for that position.
(Again, this was somewhat simplified, feel free to ask me questions or to look up more info online)
Now, how can app developers reduce their costs? Well, first, focus on making sure that your landing page and Ads are optimized for this quality score; include your keywords in both places (without being spammy! Think of it like SEO), test ads until you find wording with good click through rates, etc.
One trick to get cheaper Ads is to also look into location targeting. So, in AdWords, I can actually set down to an area code/postcode level my location. City, however, is normally fine. Even if you aren't an app that offer local features, by targeting cities, you can get cheaper costs per clicks.
Also, mobile targeting: It is possible to only target mobiles, thus avoiding clicks from people at computers all together. I've been shocked at how many companies wanting to just get mobile users haven't found this option (it's under campaign settings)
Another area to look at is time scheduling: You can tell your ads to only run between certain hours, or even certain days. I'd recommend running a campaign for at least a week, and then taking a look at the data. Find the hours that give you the best conversions, or cheapest costs per clicks, and set your account to only show Ads during that time.
Also, when you sign up on AdWords, take a look online for any cupons or vouchers; quite often, Google will offer to match a certain amount of your budget; e.g. pay $25, and actually have $50 budget. This is perfect for testing the waters (again, AdWords PPC doesn't work for all apps!)
You will also want to experiment with how to get the best out of the visitors who land on your page. I've seen that not every user will actually go to the play store on a browser to download an app, but will instead only do it on their phones. For one company, I discovered that if we had an email sign up on a landing page when someone is visiting on a desktop computer, we could get people to download and use the app through email marketing. BUT! This is something to test. Another company I tried the same strategy for, and not only did we get no email subs, but the conversion rates for downloading the apps went down.
And in fact, this is one of the biggest pieces of advise I can give for paid ads. Test. Test. Test. Everything you do. Test it.
Edit: Thought of a couple of additional things: Vouchers and Mobile Targeting

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