Ads revenue? Examples?

Hello All,

I’m wondering if anyone has any experience mobile games with ads and a free version?

What sort of revenue does it generate? From what I’ve read mobile ads are terrible with low fill rates, low PPC, and low CTR.

Anyone have any estimates? [import]uid: 46343 topic_id: 9457 reply_id: 309457[/import]

I have 5k free downloads on IOS, and 15k on android. Android was updated to include ads 2.5 days ago, and iOS yesterday. So not all those people will be using the ad version yet. Anyway here’s my stats so far today. Note the day starts at 02:00 GMT and its now 18:40 GMT.

iOS Android Revenue $2.65 $3.49 eCPM $0.57 $0.23 Requests 4,767 26,140 Impressions 4,663 15,385 Fill rate 97.82% 58.86% Clicks 49 79 CTR 1.05% 0.51% [import]uid: 8872 topic_id: 9457 reply_id: 37628[/import]

PS the low fill rate on android is due to a bug in the admob code - I’ve fixed it but I wont have clean stats till tomorrow now! [import]uid: 8872 topic_id: 9457 reply_id: 37629[/import]

Hi Kam, your CTR and eCPM are much higher than ours ~ what’s your game called? How did you do it?

-Angelo [import]uid: 12822 topic_id: 9457 reply_id: 37635[/import]

Oh never mind Walkabout. Cool, I’ll check it out ~ Also did you notice that you were featured on the front page briefly?

-Angelo [import]uid: 12822 topic_id: 9457 reply_id: 37637[/import]

Yep, front page of android market you mean? Google contacted me about it :slight_smile:

That list actually rotates. If you look at ‘see more’ i’m curently on page 2. Those apps also rotate on the front page on the phone market, I have a 1 in 3 chance of being on the front page!

Lots of sales! [import]uid: 8872 topic_id: 9457 reply_id: 37639[/import]

Are you the blast monkeys guys? How are sales doing? [import]uid: 8872 topic_id: 9457 reply_id: 37664[/import]

When people jailbreak their devices, they can find the html file where you added your publisher id and change that to theirs so they can get revenue from clicking on the ads.

There must be a way to incorporate that part into a lua file or add some security so they can’t read the html file.

I’ve read that on some forum that it is very common thing to do to get a few dollars. [import]uid: 34126 topic_id: 9457 reply_id: 37665[/import]

Yeah, that’s us. We actually don’t have a paid version on Android, so no sales ~ but the downloads are doing great. We just passed 500,000 on android.

What was the bug in the Android code? I’m curious, I hope I don’t have the same bug. I am looking for a way to increase the eCPM for Blast Monkeys since it’s so low.

@holmes I didn’t think of that ~ it would be easy to do though, just pass it as part of the url.

-Angelo [import]uid: 12822 topic_id: 9457 reply_id: 37671[/import]

Yobonja: Wow thats an amazing number of downloads! How long has it been out?

I posted the admob code in the other thread and use a Meta refresh to refresh the add every 30 seconds. I had originally used a javascript refresh with onLoad, but admob say that could prevent ads loading.

The refresh is a good idea tho, as it does two things:

  1. rotates ads so the user may not be interested in the first ad, but could be in the second etc
  2. Does a kind of flash when it refreshes which draws attention to the ad. This means they wont ignore it, OR will decide they dont like it and buy the full version.
    holmes2870: Wow thats very interesting. I’ll add a crc check on the file or something. Thanks for that. I have a lot of pirate versions on android :frowning: The could be doing the same on that. [import]uid: 8872 topic_id: 9457 reply_id: 37684[/import]

Yeah it’s crazy, It’s been out since February 8 so almost 4 months, but it really started picking up when we updated it with the new art and levels.

I’ll check out the admob code~ I think I’m doing something wrong. Thanks!

-Angelo [import]uid: 12822 topic_id: 9457 reply_id: 37847[/import]

fyi yesterdays figures. Its really picking up!

iOS Android Revenue $11.13 $13.93 eCPM $0.93 $0.19 Requests 12,474 98,596 Impressions 12,032 74,168 Fill rate 96.46% 75.22% Clicks 188 374 CTR 1.56% 0.50% [import]uid: 8872 topic_id: 9457 reply_id: 38347[/import]

Thanks for the figures kam187! [import]uid: 12448 topic_id: 9457 reply_id: 38500[/import]

Yobonja: I have something for you RE: ads. Catch me on irc :slight_smile: (freenode #Corona) [import]uid: 8872 topic_id: 9457 reply_id: 38555[/import]

Cool ~ sometimes I’m on as Nusret_the_third.

-Angelo [import]uid: 12822 topic_id: 9457 reply_id: 38560[/import]

You should remove ages-appropriate ads in your ads filter to impover your fill-rate (75.22%) [import]uid: 9190 topic_id: 9457 reply_id: 39818[/import]

Thats not good for a game that could be played by kids :stuck_out_tongue:

Actually I wouldn’t recomend removing that unless you have an app specifically targeted at adults - even something like a finanacial app or something that you know kids would never use. [import]uid: 8872 topic_id: 9457 reply_id: 41916[/import]

“PS the low fill rate on android is due to a bug in the admob code - I’ve fixed it but I wont have clean stats till tomorrow now!”

What’s the bug in the admob code? My fill rate for admob is very low - somewhere around 25%. I would like to know what I need to change to fix it. [import]uid: 14218 topic_id: 9457 reply_id: 47181[/import]

Hey there,

I’m wondering how the ad thing is playing out for you folks with shipped ad-based apps (and some track history).

@Kam187, I got the admob hack working fine, but it seems like folks were/are complaining about low fill rates. Is Google disabling the adMob feature that makes this hack work? How are your stats these days?

Angelo@yobonja, I heard(via this formum) that you are using some other ad networks for the ads. I’m wondering which ones you’ve had success with, and if you can provide any information on how you wired them up given Corona’s lack of support for native code add-ons.

Also wondering if either of you have any experience with Corona’s inMobi implementation. (If you’re using it, is it working well, etc.)
Thanks for any info. you can provide!

-Stephen [import]uid: 9422 topic_id: 9457 reply_id: 58812[/import]

Most of the ad providers have some server to server option, or some simple spec for requesting ads.

All you have to do is create the proper request url, whatever is in the spec, parse the response for the image url and the link url, then use display.loadRemoteImage to grab that ad, and put a touch listener on it that calls system.openURL with the link url.

Just remember to ad a random number to the file name of the ad, so corona will actually load it.

For iOS i’ve run into problems with .png ads because some of them get that ‘unsupported color space’ error and show up white. but on android it works great.

It’s better than the AdMob solution because you don’t have to deal with the web popup, and you can wait to switch ads until the new ad is loaded. meaning the player always sees an ad. And they have a higher fill rate.

It could be better than a native solution, because the ads will work across any platform corona ports to, even in the simulator.

-Angelo [import]uid: 12822 topic_id: 9457 reply_id: 58817[/import]