TrixoColor. Adware discussion.

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TrixoColor. Adware discussion.

Postby vadimz » Thu Aug 06, 2009 11:24 am

I will try to make two things in one post :)
Promote a game TrixoColor:
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You can look at images and download/install the game at:
http://www.trixocolor.com


And a second. What can you say about using ads.
I tried AdMob. In a first 24 hours I got 600 Installs, 500 of them "active".
This brought me $6 on ad clicks.

I want to discuss expirience of other people. How are these values growing, where are peaks. is it good or bad result, etc. What can you say about real ad profit and how it depends on number of active users.
Last edited by vadimz on Thu Aug 06, 2009 9:41 pm, edited 1 time in total.
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Postby tikimove » Thu Aug 06, 2009 3:46 pm

This topic is very interesting. Can you publish your stats (download VS clicks) day after day ?

Thank you
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Postby vadimz » Thu Aug 06, 2009 3:55 pm

Yes, ask me if I will forget.
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Postby Emmanuel7 » Thu Aug 06, 2009 8:09 pm

6$ on a day with only 600 download ???


Waoo... I wish I had this kind of results !

My game 'WordProspector' and its french version "chasseur de mots" are now at a little more than 10000 download, with about 1/3 active.
And I only get about .5$ a day.

Perhaps my game is for people that are more cautious about clicking ads, I don't really know...
I also imagine on those 3000 active people, a lot of them are not playing any more...

Am I the only one to have those low numbers ?
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Postby vadimz » Thu Aug 06, 2009 9:12 pm

Yes, your results look lower.
Perhaps, your ad is shown in place/time people cannot or doesn't want to click.

Can you remember profit change graph?
Where was peak, or was it growing, or something else.
How did it change during all time period? (how long are you there?)

E.g., sales usually as I know have peak in first-second day and after that lower and lower.
For ads it must have another graph.
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Postby vadimz » Thu Aug 06, 2009 9:27 pm

Also, how does count of active user change? ("active installs")
Does it grow only, or at any moment it started to go down?
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Postby mrosseel » Thu Aug 06, 2009 9:34 pm

Hi all,

I have 3700 active installs and average 0.5 - 1 dollar per day with my Guitar Scales application.

The most important metric in all this is not active installs (which inevitably declines over time because people delete, delete/reinstall, break phone/reinstall, etc) but ad requests.

This usually peaks in the days after releasing a new version and then stabilizes. Since active users are still increasing, I'm hoping this daily ad request level will increase as well. Time will tell.

PS: unfortunately I'm in a country where PRO applications are not yet allowed :(

Mike
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Postby vadimz » Thu Aug 06, 2009 9:53 pm

Thanks for reply.
I am surprised myself why I have such a big CTR.
Perhaps, you guitar software is used by people when they want to spend time with application, not clicking ads. But I have casual game which makes user more free to click ads. Time will show.

mrosseel wrote:Hi all,
PS: unfortunately I'm in a country where PRO applications are not yet allowed :(
Mike


Yes. It looks so that in your case you need paid version. It must go better.
I had and have ability to publish my game as paid (with foreign help, I do not leave in top-10 countries too :) ), but I selected adware strategy instead of paid.
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Postby vadimz » Mon Aug 10, 2009 9:40 am

I must say that after first 3 days situation became near to other people.
CTR falled down from 9% to 1%, having 800 active installs I receive little less that 1 dollar per day.
But it's better than nothing :)
And I hope this will remain stable.
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Postby andre » Tue Aug 11, 2009 9:56 am

Interesting numbers. Thank you for sharing. I have created a quite similar game called "Puzzle Blox" which is nominated for the Android Network Awards 2009 now. Instead of doing an advertisement based business model I chose to release both a Lite and a full version. However, earnings for the game aren't much higher than yours either... I'm happy if I can pay my lunch from it ;-) Now I'm quite eager to see whether the nomination for the awards will push downloads and/or sales a bit.


Good luck!
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Check out my tilt and touch based android game Puzzle Blox here: http://android.rabold.org
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Postby vadimz » Tue Aug 11, 2009 10:00 am

andre wrote:Interesting numbers. Thank you for sharing. I have created a quite similar game called "Puzzle Blox"


Would be interesting for us to compare our sales/ads after 1 month to compare both models (ad vs paid).
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Postby freewheelnat » Thu Aug 13, 2009 8:33 pm

Very interesting discussion as I am about to publish my first app with AdMob ads so it's good to see how it works out for others :)
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Postby vadimz » Thu Aug 13, 2009 8:38 pm

freewheelnat wrote:Very interesting discussion as I am about to publish my first app with AdMob ads so it's good to see how it works out for others :)


For now it looks bad.
Between 0.5-2.0 dollars per day with 1000+ active installs.
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Postby freewheelnat » Tue Aug 25, 2009 5:31 pm

What kind of fill rates are you having?

I now have 3 apps with AdMob - I'm getting fill rates between 12% and 90%! Today, for example, one of my apps has got over 250 Ad requests in the last couple of hours but only 36 served ads... Are you experiencing similar issues with fill rates? I've noticed that most of the unfullfilled requests are in Europe... it seems that perhaps they lack advertisers for the european market?
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Postby Emmanuel7 » Tue Aug 25, 2009 7:33 pm

For "WordProspector", I had some lower score for fill rates since the beginning of the summer, but never that low !
The lowest fill rate I had was about 60% I think.

< ...pause checking the numbers... >

Yep, till the 15th of July, I always had 90+ for fill rate, and since that date, the number are often around 75%, with a lower rate at 60%.

But I haven't any real differences between Europe and America ( but rentability is way higher in europe : I get half the ads request, and twice the revenues ).


Emmanuel

Ps : 250 ad request in 2 hours !! That's good ! What are your applications ?
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