*Why I'm Writing This*
I'm a concrete numbers person and when I was getting started I wanted as much "real world" information as I could find from other devs. I hope those of you with your own experiences will contribute them and those that are getting started will learn from our experiences.
A mainstream entertainment-related app that uses Flurry for analytics and AdMob for ad delivery.
The first three months of release
Android Market Stats:
- *3.5 Market Rating
*55% of installers still have the app installed.
*approx 1 in 200 installers have left a rating
*approx 1 in 3 raters have commented (1 in 600 installers have commented).
- *15,000 total "active" users each week
*8,000 new users per week
*OS Version distribution (most recent week): 43% 2.1-update1, 28% Android 1.6, 20% Android 1.5, 7% Android 2.1
- *Revenue Per Day: between $7-$9 (at approx 65% fill rate). But this is only a recent figure. For the vast majority of the apps release, revenue was between $2 and $3.50 per day.
*Fill rate: around 65% but as low as 40% and high as 85%. Fill rate was much higher (95%) in the beginning and has definitely trailed off. Not sure if this is because more apps are available now, causing a glut of inventory, or what.
*CTR: between 1% and 1.4% when ads weren't refreshed, now down to .25% when refreshing every 60 seconds.
*Revenue Per Click: for the most part, between $.02 and $.035. However, in the past two days it's risen to an all-time high average of $.043. Not sure if that's an anomaly, if AdMob is globally showing higher-value ads, or if the app has crossed a threshold with the number of clicks it's generating and AdMob is now delivering higher-value ads specifically for this app.
- *It's not a "cash cow". I don't want to think about what my hourly rate would be if I divided the hours I've put in by the total revenue. On the other hand, it's rewarding to make a little money on an app that was basically a learning tool.
*It's taken a few months to get the bugs out. And now that they are out, the users are sticking with it, the ratings are improving. And revenue is finally on an upward trend.
*Updating regularly (once per week) is a good idea, but only if you've actually got something to update. It keeps your app in the mind of your existing users and puts you in your category's "just in" section of the market for some period of time which attracts new users.
*Design for the earliest version of the OS you can. After modifying a few things to support version 1.5 of the OS, I immediately increased potential user base by 20%. Also, compile with the earliest version of the SDK that you can. I wanted version 1.5 users to use my app, and set my minimum SDK version in the manifest to 1.5, but I was compiling with the 2.0 SDK. That didn't work out so well . Compile with the SDK version that matches the minimum SDK version.
*It's frustrating when a commenter says "this app sucks. doesn't work at all", leaves a 1 star rating, and you have no idea what they found wrong with the app. Then, the next commenter says "it's the best app available" and leaves a 5 star rating.
*The app got a lot of new users in the first few days, then usage (and ad revenue) trailed off and flattened (10k new users the first week, 5k new users the second week, 3k new users the fifth week).