Super Rewards/Adknowledge Questions

Hey Community!

If you have any questions about the recent SR/Ansca integration from the Super Rewards side, please feel free to contact me at Gblackman@Adknowledge.com.

Also feel free to ping me about any general marketing/monetization questions and I’ll work to find you an answer.

Money on guys! http://www.youtube.com/watch?v=VhVedL4rbms&feature=youtu.be

-Greg [import]uid: 58779 topic_id: 10184 reply_id: 310184[/import]

Hi Greg,

I’m a little confused at exactly how this works – I get the idea that the user can buy ‘virtual’ currency for in game usage (more powerful weapons, that sort of thing)but is there more to it than that?

Does your platform also support any sort of simpler advertising as methods to monetize (it’s not clear from your website but perhaps I’m looking at the wrong place)

Finally – it seems like apple has already made clear they aren’t allowing non app store methods for purchase – Are you guys exempt from this somehow? (Again, perhaps I just don’t understand very well your model)

-John
[import]uid: 48162 topic_id: 10184 reply_id: 37191[/import]

It was pretty easy to integrate this into my (in-progress) App. Much easier than getting Apple’s IAP set up, so kudos to both team Ansca and SR for giving us another way to monetize.

That said, I recently posted the link to an article in another thread that has me concerned:

http://www.insidemobileapps.com/2011/04/19/apps-apple-rejected-pay-per-install/

Apparently Apple is rejecting apps with “incentivized installs”, i.e. apps that entice you to install other apps by paying you in virtual currency.

I would like some official word of reassurance that integrating SR isn’t going to get my app automatically rejected when I finally get around to submitting it to Apple.

Thanks for any info. you can provide. [import]uid: 9422 topic_id: 10184 reply_id: 37196[/import]

Hey Guys, it’s great to meet you both. Thanks for the love XenonBL! I also wanted to recognize Ansca/Our Devs for doing a great job and making it easy.

Loghound: It’s a good question. The best way to answer it is in two parts:

  1. What we do: This announcement is specifically for our Payments Platform. We currently do not offer a banner solution like iAds or Admob. It doesn’t mean that won’t come at some point. Some of the other advertising solutions you’ll find are things for your Facebook games, viral web marketing campaigns, search engine campaigns, and banners in the social ecosystem. Ex: If you wanted to advertise your app to Facebook/Myspace users.

  2. Why developers use us: This is really for developers that have a virtual currency component (or are planning on switching to a virtual currency model in their game) and are looking for ways to boost their revenue from users purchasing coins.

We give users the ability to acquire more coins through ad sponsorship. Ie. Complete a survey, offer or other action. Apple banned CPI installs because it affected the integrity of their ranking system. Completing an offer does not and when you submit your app to Apple it will be approved.

Are both of you going to be at the Meetup tonight? If you are, I’d be happy to share with you more information with you both. [import]uid: 58779 topic_id: 10184 reply_id: 37203[/import]

Hi blackmanga,
I had a look at the current implementation inside Corona, and I was wondering, we are given “newCredits” and “totalCredits”… but apparently there is no way to actually “spend” credits.

Do we need to keep track of credits spent by the user ?

Otherwise I’m missing something.

Practical example: say a user needs 100 credits in order to perform an action inside my game. The user earns those 100 credits and performs the action. Now the 100 credits need to be “spent” and the credits count must be set to zero. How ?

Thanks for any help. [import]uid: 5750 topic_id: 10184 reply_id: 37281[/import]

hi @blackmanga,

Thanks for answering – I guess the thing that still confuses me is the fee structure. I went to the web page and it’s not anywhere obvious (I didn’t create an account so perhaps once you create an account the fee structure is more clear)

Can you explain how the fees work? For instance if I set up a virtual currency where one point is $.01 (100 points to a dollar) that is what the end user/consumer pays.

How much of that rolls to the developer? Is it a fixed percentage (e.g. 70%) or ?

Thanks

-john
[import]uid: 48162 topic_id: 10184 reply_id: 37329[/import]

Hi Loghound

NP - I’ll try my best to answer how the fees work.

  1. You want to set the value of your currency in the game to the real life currency. For example $1=100 coins. We will only serve advertisements that are worth $1 or over.

  2. The amount you make as a developer depends on the advertisement that the user takes. In the above example if you have an IAP for $1 and the user signed up for Netflix ($15) then you will take away a significantly higher amount than $1. Closer to the $12 range.

The actual amount to you is based on a rev share. Shoot me an email if you have any questions about rev share and I’ll be happy to assist.

-Greg
[import]uid: 58779 topic_id: 10184 reply_id: 37515[/import]

Hi Greg,

This is probably mostly a ‘me’ issue but I’m still sort of confused.

I can see that it’s not a simple fixed percentage or fixed dollar amount like the google/apple in app purchase model and it’s not as simple ‘pay per click’ advertising model (which is already more complicated than in app purchase because click values vary with geography and content)

I guess (?) the advantage of this over the simple “in app purchase” that apple and google provide is that people can ‘purchase’ credit without cash (they can fill in surveys or sign up for other services) and they have more pay options (paypal, credit card, mobile payments, probably some that I have no idea about) – Is that correct? Because of the complexity of that model though it’s perhaps harder to give a simple answer to ‘how much money will I make’ because (as you point out) a person who follows and fulfills an offer for netflix is more revenue generating than someone who just hands over $1 (note to self: make an app that appeals to people who don’t use netflix but if exposed to it would gobble it up)

I think part of the problem (for me) is I have never really used this system, Maybe it would be easiest if you could point me to a web page that describes this in more detail or has some case studies describing how how much someone made vs. direct in app purchase or admob? I don’t mind reading it and it avoids you have to try to explain it.

Thanks for your patience!
-John

(p.s. I didn’t realize there was a meetup the other night – if I had known I would have tried to arrange my schedule to be there as that would probably be much more effecient to get these questions answered into my think head!)

[import]uid: 48162 topic_id: 10184 reply_id: 37526[/import]

I see that many of the C.R. offers have “delayed” reporting. That is, a delay between the player completing the offer and actually being awarded the virtual currency. For certain offers, like installing a Facebook game, the delay is 15 minutes, for others, like a subscription to People, the delay is a couple days.

My question is what do we need to do, if anything, in our own C.R. enabled apps to handle this delay? Should our app. constantly poll the user’s C.R. balance? At what interval? Or should we wait for the player to manually go to the C.R. screen and then retrieve the waiting balance?

This is quite different from IAP which in most cases are instantly accepted or rejected. The player doesn’t need to do or remember anything and the app. only needs to handle the case where the transaction failed to complete. [import]uid: 9422 topic_id: 10184 reply_id: 37765[/import]