[Q] Admob eCPM varies - General Monetization

I have 2 games with admob banner:
1. Revenue: $27.23 Requests: 3,367 eCPM $8.09
2. Revenue: $0.20 Requests: 265 eCPM $0.75
Why such big difference with eCPM exists ?

jalle007 said:
I have 2 games with admob banner:
1. Revenue: $27.23 Requests: 3,367 eCPM $8.09
2. Revenue: $0.20 Requests: 265 eCPM $0.75
Why such big difference with eCPM exists ?
Click to expand...
Click to collapse
Now I added Interstitial to the same game as above (#1)
1. Revenue: $0.02 Requests: 739 eCPM $0.03
How can eCPM for the same game be $8.09 for banner ad and $0.03 for Interstitial ?

Over how many days did you track this? eCPM's are vary wildly before you have a steady 25k+ views a day, but even at 10 times higher it's jumping up and down like crazy.
Advertisers pay per click, and some are willing to pay tons for a single sale / lead, like credit cards, I've seen $25+ in a single click before and things like that screws up your stats for a while.

Its how much advertisers value you app infux that day or period where the eCPM is generated.

You should track the eCPM for a longer period so you can have a comprehensive and real vision, say 1-2 years .... I guess eCPM for iOS versions of the apps in general is higher than for Android.

I actually have eCPM $16 on one app today so it can go crazy sometimes

Does anyone here has statistics for a year or 2, and what are the figures ?

anuloid said:
Does anyone here has statistics for a year or 2, and what are the figures ?
Click to expand...
Click to collapse
The long range middle would be around $1.

Crichton333 said:
The long range middle would be around $1.
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Click to collapse
In general it is ok, not bad I think. Even though, in some cases eCPM is very, very high for NOT a short period, see here
http://forum.xda-developers.com/showthread.php?p=52846453#post52846453

using Admob
Revenue 378.59 $
Requests: 23,671

using Admob
Revenue 0,31 $
Requests: 967

Related

[Q] Conversion % of users from free to paid

I have a free app, and am planning to release a paid version with better/more features. Neither has ads.
What have others seen in terms of percent of users that buy the paid version versus the free version?
I ask because I'm curious what potential, albeit small, of profit my app has.
P.S. I know it can vary widely based on the demand for the features and the app, etc... but curious of what numbers others have seen.
I have 12% of users are switching to the paid version. but I have a business application.
Depends.
From my experience with SaaS apps running the freemium business model, conversion is somewhere between 2 and 4 percent. For other apps, I've heard others mentioning 10 percent. And 25 percent is considered somewhat of a major success. No matter what conversion rate you aim for, make sure your in-app purchases provide real value to the user (measure that by performing tests with different packages, for example). Adding proper gamification is always a bonus.
It varies greatly with different apps, and different app stores. I also have apps with a paid version and a free lite version (without ads). The conversion varies from 2% to 23%. It's much higher on Amazon appstore than on Google Play.
Good luck!
Z6PO said:
It varies greatly with different apps, and different app stores. I also have apps with a paid version and a free lite version (without ads). The conversion varies from 2% to 23%. It's much higher on Amazon appstore than on Google Play.
Good luck!
Click to expand...
Click to collapse
Can I ask which application got a 23% conversion rate?
Sent from my SM-N9005 using XDA Free mobile app
2%-10% for me depending of the platform. 2% on Android and 10% on iPhone. It's an app in lifestyle category.
For my calculator for 10% of users bought the paid version of the free, live wallpaper for 3%.
ivan-1982 said:
For my calculator for 10% of users bought the paid version of the free, live wallpaper for 3%.
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Click to collapse
Sent from my SGH-T599N using XDA Free mobile app

How Your App Can Make Money?

Mobile games are a huge hit amongst people from all ages. The most common problem faced by mobile game app developers is that there is very little provision to make profit and this is the reason why most of the newbie end up running out of the competition. Making a strong provision for continuous cash flow ensures long term stability and sustenance.
Developing a game in itself is an arduous task; it requires imagination, planning and execution. A normal sort of an idea will never let you develop a permanent or long term user base; you need to cull out something unique and captivating. Selecting the correct OS, getting hold of an interesting design and UI and bringing in several other factors help you create a successful gaming app. Now the ultimate question which pops out here is that “how are you going to make a profit out of your product?”
Well it’s a fact that none of us work just for the sake of working; we all expect a reward in the form of profit. Monetization becomes the last but most important part of developing a game based application. Let us take you through some of the best ideas to monetize your app and get in a good turnover.
Made for the user: The first question you ask yourself when developing a game is about the target audience. Basically what you are developing is meant for your end users and not for you. The apt genre and target audience go hand in hand and then only you can ensure a long term user base. A popular game will automatically bring a larger crowd and hence create opportunities to earn.
Surprise your users: Who doesn’t love surprises? If you are continuously offering something novel to your users with regular updates then you can assure yourself with a strong user base. People will keep on coming back and take keen interest in getting the app updated because of the surprise element.
Bonus on referrals: Well this has become quite a bit common and effective too. You can put in some incentive for your users so that they refer your game app to their friends and family. This will again bring a lot of genuine installs and create a large user base pretty much quickly.
Effectiveness of the Freemium Model: Freemium has become quite a common internet term these days, it basically means providing basic things for free and the premium ones can be used at a price. The first three points have already given you an idea to create a large user base, now offering a freemium model will let you have monetary conversions. A good game will pull in some of the fans to purchase the premium offerings.
In-app purchases are a must: Since we are talking about monetization, the word ‘purchase’ holds a lot of importance. You must provide for in-app purchases to ensure that at least some people from your user base are purchasing something or the other. It might be a third party app or product, but, in this way you can build up on a good section of commission based earnings.
Discounts! Somebody who has always wanted to purchase something but couldn’t do it because of a higher price would definitely understand the importance of discounts. Offering a discount on the most sought after products in your range will keep on encouraging a lot many users to spend money.
Removal of limitations: Your game is an absolute hit, people love it but then there are some annoying hindrances like advertisements, zero lives, turns or even energy. Now you can bank on this opportunity and get such limitations removed for a paltry sum of money. Most of the users would spend.
Social Gaming: It is a human habit, when we are with our social groups we tend to spend more. Now if your game app gives an opportunity to function socially then people can be lured to spend more. If their friends are scoring high, then they will definitely want to beat them at any cost! Sounds clever?!
Merchandises: Lastly, once a game is quite famous, users do want to get hold of merchandises and accessories from the same game. Angry birds is a classic example, people buy mugs, apparels, footwear and other accessories just for the sake of love for their favorite game.
These are some of the most important methods of channelizing funds to your bank accounts. Gaming is a great sector to invest in, but the shortage of funds tends to shallow down the foundation of growth. Some of these strategies definitely will help monetizing funds.
If you believe that you have developed a good game then you should contact me now to start promoting your app around the word!

Want to promote app using only 10$ budget. Suggestions?

I want to promote my app but I only have a budget of 10$. I am not seeking to become flappy bird overnight, I just want to increase the number of users so my admob reaches its payout threshold earlier.
My app already has organic downloads with total installs being 1400, ads current installs being 170.
I have 2 options: Facebook and admob. I know that admob has a good reputation in the field but at the same time its cost for premium countries is around 1$ per click.
On the other hand, Facebook also seems pricey but it looks convincing due to the amount of users willing to (or tricked into) clicking on its ads, and I could also get organic downloads if I run the campaign right.
So what's your experience? Please share with me.
This is an area where many Developers struggle when it comes on to promoting their app. And there isn't really an easy answer.
There are many factors that runs with this; such as, the type of APP you are promoting, Target audience etc. But to answer your question blindly, is your Budget $10 per day or $10 overall ?, if it's overall, then I'd suggest using Google Adwords.. I tested them with a 19$ budget and I gained over 100 installs.
This is the app. All installs are organic.
https://play.google.com/store/apps/details?id=com.appsbyusman.simplecolorwallpaper
Which app did you promote? 100 installs for 19$ seems like a really good deal. Also, could you please tell me which countries you targeted? I want to target premium countries so i'll eventually get premium cpc from in app ads. But then I think that if i am earning at high cpc rates then i'll also have to pay for high cpc as well.
My budget is 10$ overall.
Hi everyone, if you are a mobile App Developer/ owner but looking for the best and easiest network to monetize or promote your app and make the most out of it,then worry no more. The best Mobile App monetization and promotion network i came across so far which even pays you $120 sign up bonus, instant approval and you can request payout for your earning anytime. The network is a mobile ad and pay per install network. When you sign up Today and activate their ad in your mobile App you will receive the $120 bonus provided your APP has generated only 1000 ad impression after joining the network,but if you are an Advertiser and only want to promote your App, then you will need to Deposit $100 to get $200 in total to promote your App. You can get your App install through promotion for as low as $0.05 per install. You can join the Network here mbsy.co/fvLtT

Help with decision monetization FYBER OR SUPERSONIC (IRONSOURCE)

Hey Guys,
We are small startup based on mobile games development, we would like to start monetizing via one of provided monetization platforms and their networks.
Some of our games will include rewarded video.
We are planning to get tones of views so important point for us is fill rate and completions.
Does their some big differences between supersonic and fyber? Which one should we use ?
Hi,
I work for ironSource Mobile, a leading advertising platform. We are experts at monetizing non-paying users.
Current publishers using our products include EA Sports, Zynga, Nordeus, GREE, LOVOO, Fingersoft, among other.
Our solutions generate substantial revenue for publishers by allowing users to earn your virtual currency in exchange for watching videos and completing targeted advertising offers from our top tier global advertisers.
I would love to learn more about your monetization strategy and talk further more about working together, as I'm confident we can help you increase your revenue significantly.
Feel free to reach out at [email protected]
albertos001 said:
Hey Guys,
We are small startup based on mobile games development, we would like to start monetizing via one of provided monetization platforms and their networks.
Some of our games will include rewarded video.
We are planning to get tones of views so important point for us is fill rate and completions.
Does their some big differences between supersonic and fyber? Which one should we use ?
Click to expand...
Click to collapse
Full Disclosure, I work with Appodeal, a programmatic mediation tool for developers.
Let me just say you need to broaden your considerations. Overall, Fyber, Ironsource (and MoPub), while popular, offer vastly similar technologies, relying on predictive algorithms based on historical data to ensure performance is optimized, and require ADDITIONAL integrations to support mediated partners.
With Appodeal, we do things a bit differently. Rather than relying on historical (an potentially irrelevant) data, our solution forces advertisers to compete, in real time, in bidding war for your ad request.
Also, everything is available under a single SDK/Account/Platform/Payment, so you're not managing separate adapters and accounts to actually mediate, as is the case with our competitors.
Overall, Appodeal technology can produce a 15% increase in revenues over other mediation providers, and we can save you more time with simpler integration and automated ad serving.
Feel free to hit me up via email, [email protected], or via Skype, christopher_jam, if you would like to know more. Happy to do provide a demo of the platform. Would be great to have the chance to check out some of your apps and recommend some user friendly ad strategies.
No matter what, best of luck!
Cheers,
Chris

Target ROAS Google Ads

hi guys,
nice to meet you.
I'm using target ROAS in lead generation search campaigns and have some mixed results and therefore some questions
how I can help the algorithm to learn faster? as an example: if I cut off by ages and/or household income, I know I will limit the number of customers, but also the algo will learn faster, right? (Google says you can't modify it, but it seems that I can, and google will keep an eye on it because what is excluded doesn't get traffic)
did you split your campaigns by device, like the old manual campaigns?
what is the best approach for faster learning? I've read that 20-30 conversions/day cut the learning period very fast, it is true?
I know that my site converts, I can start with zero conversion to use this automated strategy?
I have a road of 150 sets now on more campaigns with a budget of more than 10k, the actual roads have improved from 130 to 300 but the spending is within the same limits(less the 500$/daily) and the same volume of clicks. how to increase the volume?
if I afford to run at loss for 4 weeks, is it a good strategy to do that and maybe the campaign will be profitable after (i mean I managed to do it with ecpc, but I think i've missed a lot of good customers)? it seems harder and harder to optimize between keywords/ages/household (this are top 3 for me) because every modification I do to one of those 3 affect also the 2 and the results are mixed.
is bad a period to test? COVID related?
I'll keep adding questions

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