Ad Revenue Normal?

Hey guys I released my first ever mobile app about a week and a half ago for free. Since it’s free I chose to use banner ads to generate a bit of income. As of now I have a bit over 5000 impressions with an embarrassingly low 0.164% CTR which has generated me a laughable 18 cents:) Oh forgot to mention, I’m using banner ads that are on the top of the screen throughout the whole game(for lite version) so they aren’t obstructive but they are there. I’m 16 so I don’t have much of a need for revenue but some money in my pocket would be nice:) Since I have basically no experience with ad models so I was wondering if you have any tips/ suggestions to be able to increase my CTR and revenue?

My game is: https://play.google.com/store/apps/details?id=com.intoitgames.superstickman.lite&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5pbnRvaXRnYW1lcy5zdXBlcnN0aWNrbWFuLmxpdGUiXQ

Thanks guys! [import]uid: 164950 topic_id: 29178 reply_id: 329178[/import]

My best advice is to utilize the adType 300x250. Instead of using banner ads and hoping they may catch someone’s eye, use the large ad on a screen of its own. Example: You hit play, it takes you to ad.lua and displays the ad and then the game starts. A less aggressive solution would be to do this after the user exits the level or the game concludes. I promise your conversions will increase immensely! [import]uid: 59735 topic_id: 29178 reply_id: 117364[/import]

I will definitely try that for my next update! [import]uid: 164950 topic_id: 29178 reply_id: 117408[/import]

try out www.revmob.com

10’000 impressions make about 100$. [import]uid: 90610 topic_id: 29178 reply_id: 117416[/import]

really 100$ for 10k impressions!! That’s unbelievable. I actually tried revmob for testing and wasn’t sure how effective it would be, I will definitely try it out on the market again. [import]uid: 164950 topic_id: 29178 reply_id: 117418[/import]

WOW! Do you use a web popup to display these, or can you use native ads.show? [import]uid: 59735 topic_id: 29178 reply_id: 117419[/import]

It’s a bit different but still very very easy to integrate. Sign up at revmob.com, download the corona specific sdk and follow their very simple documentation. For the native ads library you woudl do something like ads.show(params). For revmob the equivalent is revmob.showPopUp(params) or revmob.showFullscreenAd(params). Very easy and simple. [import]uid: 164950 topic_id: 29178 reply_id: 117425[/import]

Devs FYI:

If you think to monetize FREE apps on Corona, only an option: RevMob - no other way is better than it actually IMHO.
Just my 1 dóllar!
Cheers,
Rodrigo. [import]uid: 89165 topic_id: 29178 reply_id: 117446[/import]

@dingo, @intoitgames and Rodrigo @RSCdev, assuming you’ve released RevMob enabled app to iOS market, I’m wondering how your apps are working out. Does RevMob cause any issues with user experience (such as screen lock-up, memory leaks, etc.)

I’d very much like to hear how you are doing with it. I don’t want to risk introducing some adverse user experience, but If there’s no such damaging effects when implementing RevMob, maybe I should consider pulling my game out of the review queue and resubmit.

Naomi [import]uid: 67217 topic_id: 29178 reply_id: 117449[/import]

* double post deleted * [import]uid: 67217 topic_id: 29178 reply_id: 117450[/import]

Thank you, Rodrigo, for the detailed info. I appreciate it!

Edit: By the way, what kind of ads do they serve? Other mobile apps only?

Naomi [import]uid: 67217 topic_id: 29178 reply_id: 117457[/import]

@Naomi,

No problem. As you know you`re welcome!

So, about the kind of Ads, yes, they do offer other mobile apps only, specifically games. (Well, I miss that there aren`t business apps Ads as well, but lets wait for, maybe it changes in the future).

PS: One other thing I forgot to mention above is that the revenue generated by RevMobs Ads on Android side is much less than on iOS one (I mean Apple vs Google Play) - something like 1/4 of the Apples revenue!

BTW, as we all know nothing in this world are only flowers and so RevMob has there “things” as well, but if I start “comparing” networks again…well, I would say I even do not need to do so actually.
Cheers,
Rodrigo.
[import]uid: 89165 topic_id: 29178 reply_id: 117459[/import]

Rodrigo @RSCdev, thank you so much for the info!

Naomi [import]uid: 67217 topic_id: 29178 reply_id: 117460[/import]

@Naomi ,

What I can say for you about RevMob are the following (all my personal opinion only:

••• Integration into your Corona App:

? You only have to require one module (the own RevMob.lua class) then call the RevMob API to show your Ads (by your previous registered app ID into RevMobs website dashboard) where you want into your code and thats all! PS: You can even set-up all your code using already the iOS app ID and also teh Android one (as RevMob works on the both OS) and so what you “win” with it is that you do not have to worry when porting your game between OS because as youve set-up the IDs into your code the system is smart enough to know from where your app is from (which) store and so display the correct Ads.

? After that you have to include only 1 module into your app root folder and so that isn`t more than few KB.
••• How does RevMob work (regarding revenue and user experience):

? As youve asked above about "bugs" as: screen lock-up, memory leaks, etc...I can say that Ive not seen anything like that when running the RevMob Ads into my own apps (now there are 4 apps running RevMob into Apple as well as 2 into Android).

? As many devs here probably know about my past and “high” complaints regarding the Inneractive network, so I gave them up because that is not less than a joke for me IMHO! (Excuse-me CoronaLabs Team, I do love you all of this company but about Inneractive, just sorry). Its because there in 6 months Ive made $20 and in 2 months with RevMob Ive made $300 (and Ive heard that other devs are making much much more than myself as well)! So, I do not need to speak about impressions, fill rate, and all of these things at all, because at the final what I want is see my work retuning me money and so to make 20 bucks in half a year, HAHAHA, Corona would see me living already. But with RevMob my FREE apps got a boost and so I can at least, not only buy a burger as I used to want when using Inneractive but now I can buy many burgers. lol :slight_smile:
So, if you need some more info about my own opinion regarding RevMob, just ask and Ill try to get back with what I can. **PS: I do not have any link with the RevMobs guys and company - I`m only a dev using their system, nothing else.**
Cheers,
Rodrigo.
[import]uid: 89165 topic_id: 29178 reply_id: 117456[/import]

@Naomi ,

“The ladies first!” :wink:
Cheers,
Rodrigo. [import]uid: 89165 topic_id: 29178 reply_id: 117461[/import]

@Naomi and others:

right now I’ve paused revmob ads, since there have been a few issues, but not really related to revmob. some users found the fullscreen popup to be very aggressive. others complained about the very small close button on iphone4. we have submitted an update and will rerun ads at that point.

what I can say. the click rate has been very high, but probably due to the fact that the popup came a) unexpected and b) most wanted to close, but couldnt.

here are the stats:

Day Impressions Clicks Installs IR CTR eCPM Revenue
2012-07-27 3,075 1,265 28 2.21% 41.14% $11.27 $34.66
2012-07-26 10,791 4,756 71 1.49% 44.07% $8.46 $91.34

on android, we only get 0.02$ per install somehow.

I have not yet heard anything about glitches or probs with the revmob api. [import]uid: 90610 topic_id: 29178 reply_id: 117477[/import]

@dingo, thank you so much for the detailed info! I really appreciate it.

Naomi [import]uid: 67217 topic_id: 29178 reply_id: 117559[/import]