iAds - initial findings and don't forget this detail

JamesZeppelinJamesZeppelin Member Posts: 1,927
edited November -1 in Working with GS (Mac)
So the doodle monster with iAds went live today.
I saw there were no ads. Luckily I checked the guides and realized there are new contracts to download and sign (digitally).

After that a new option in ITC popped up.

After I completed everything within about 15 minutes I got
some results. Pretty quick tracking.

I have nearly a half million downloads so between the daily downloads and potential upgrades I should be able to report some descent numbers for anyone interested and wondering if it's worth while.

I'll give an update tomorrow
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Comments

  • ChirpinGamesChirpinGames Member, PRO Posts: 214
    Would love to hear the results mate!
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Yeh definitely interested in some figures :)
  • PhoticsPhotics Member Posts: 4,172
    I didn't forget that detail, still no ads. HA HA! :)
  • scorelessmusicscorelessmusic Member Posts: 565
    Wow! half a million downloads! Sweet numbers... :)
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    @james, the half million d/l's, was that since it's original release or since this update?

    Also, did you mention iAds support in the release notes or new description? I see this going 1 of 2 ways.

    1.) Mention and people refuse to update...unless there is other features added that are worth it!

    2.) Don't mention it and people download the update but bash you in the reviews.
  • guru-at-zidwareguru-at-zidware Member Posts: 369
    do you have a direct link to the app?
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    My release went live at a bout 5pm yesterday so the info is base don about half a day

    Downloads 1,390 (some before 5pm some after)
    Updates 3,917

    Now lets look at the Ad info. This really tells me how many of these 4,400 actually opened the app. Probably safe to assume most that open it are fresh downloads (i myself just hit download all and dont open half the stuff i update):

    Revenue $2.90
    eCPM $34.57
    Requests 1,502
    Impressions 84 (very sad fill rate)
    Fill Rate 2.3%

    So this tells me that only 1500 of the 4400 actually opened the app.
    If the fill rate was 100% I would have made closer to $80 based on the eCPM

    BOTTOM LINE!!!
    a free app with 1500 /day downloads will make you a couple bucks /day
    When fill rate is higher you could see $50+

    http://itunes.apple.com/us/app/doodle-monster/id352972243?mt=8

    I'll re update in a few days and see if the weekend has a little better fill rate.

    I've noticed better adds showing up
    I say a nissan add the was pretty nice. Very interactive.
  • Rob2Rob2 Member Posts: 2,402
    some people report thousands of requests with no impressions so i'd say you did well.
  • butterbeanbutterbean Member Posts: 4,315
    Very nice James! Thanks for sharing with us! :)
  • A3MGA3MG Member Posts: 152
    I just downloaded for the first time. There might be a bug - I turned my device to landscape (from portrait) and the app rotated and got stuck that way. Is this just me?
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    I've seen this in the viewer when the non-supported auto rotate options are selected in the scene properties, and the ones that should be supported are not selected. GS doesn't seem to switch them when a projects overall orientation is changed...
  • PhoticsPhotics Member Posts: 4,172
    JamesZeppelin said:
    BOTTOM LINE!!!
    a free app with 1500 /day downloads will make you a couple bucks /day
    When fill rate is higher you could see $50+

    1500 requests is far from a high number, not for a free app, so this is encouraging news.

    Pro = $1999
    $50 per day

    You'd pay it off in about 40 days.

    Seems like you'd get $5-$10 per day in reality though, at the current fill rate.
    That's 200-400 days.

    The problem is the fill rate. The other problem is diminishing returns. Will Apple still be offering a $1.20 per click? Will your app maintain 1500 per day? It seems that if you had like 10-20 decent apps, you could use iAds and make a decent living. I'll have to seriously consider upgrading to pro once I finish with my book.
  • JamesZeppelinJamesZeppelin Member Posts: 1,927
    Photics said:
    1500 requests is far from a high number, not for a free app, so this is encouraging news.

    I would argue that for sure. Free apps dont just get magic downloads (at least not past the first week) I have a few free apps that get less than 50 per day.

    What 1500 means is staying in the rankings within the top 50 of a category and staying there.
    I think getting app to maintain these numners isn't any easier than getting an app to STAY in the paid ranks.

    The free ranks are as competitive as the paid ranks.

    Not to sound discouraging. I mean overall it is one more option out there that wasnt so intriguing before.
  • butterbeanbutterbean Member Posts: 4,315
    @ James

    Yes, Free Ranks tend to be less "sticky" than paid ranks meaning, if you do make it to the top 50 or top 100 free, your chances of staying are less likely than a paid app. It's all related to the buying habits of free app users versus paid ones.
  • butterbeanbutterbean Member Posts: 4,315
    I have a question, what determines the fill rate? Apple? The Apps popularity? Sorry complete NooB to this
  • firemaplegamesfiremaplegames Member Posts: 3,211
    Here's a nice blog post on the subject:

    http://yardley.ca/2010/07/08/iads-performance-now-and-later/
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Seems like it is mostly popularity based from what I've read. I don't know if that is specifically detailed anywhere by Apple though.
  • butterbeanbutterbean Member Posts: 4,315
    Thanks Joe, couldn't really find anything in that article explaining fill rate, and what determines it.

    Thanks BarkBark, that's what I figured, it's more than likely popularity based.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    As a test, I put iAds at the bottom of the main menus for both Danger Cats! LITE and Stunt Squirrels LITE.

    They both just switched to "In Review" this morning.

    Now, I don't expect anywhere near as good results as James is getting...

    First, I am only putting the iAd on the Main Menu, not while people are actually playing the game.
    That is going to greatly limit the amount of accidental clicks on the iAd (apparently a popular tactic)

    Also, the iAd is only in the LITE version of the game. Which only has 5 levels. So the amount of replay value isn't really there. The LITE version acts mostly as a link to the paid version.

    And finally, I am only getting 75 downloads of each LITE game every day. James' 1500 is an incredibly difficult achievement to accomplish.

    For me to make this actually work, I probably would need to make a full, free version of Danger Cats!

    But then I would have 3 versions of the game:

    Danger Cats!
    Danger Cats! LITE
    Danger Cats! FREE

    The free version would be supported by the iAds. But currently there is only a 10% fill rate, so the chance of the player even seeing an ad is minimal. And then they are basically just getting the game for free.

    I could give the LITE version more levels, but then I run the risk of the player being satisfied with the LITE version and not have a need to upgrade.

    ----

    And then you start strategizing what one thing will do vs. some other thing, but the truth is, if you aren't
    getting thousands of downloads a day, it doesn't matter.

    Free or not, your game has to be popular.

    I'll report on my findings when my LITE versions go live, but I can only assume that I will do 1/100th of what james is getting.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    The last paragraph of the article talks about the fill rate:

    A few possible explanations for low fill rate: a) the ad campaigns are tightly targeted, so 90% of the audience just isn’t eligible, b) the ad units are tightly frequency-capped, and Kenneth’s app is used much more often per-user than the flashlight, or c) the $60MM in sales includes a lot of campaigns slated to start later, and the complicated ad creative just isn’t ready yet. I’d place my money on the last option – iAds might look great, but they don’t look easy to make. If that’s the case, look for fill rate to increase slightly over time as more ad campaigns come online, but for Apple to ultimately have a lot of trouble keeping up with demand as agencies struggle with creative creation.
    @butterbean: You mentioned you designed an app perfectly targeted for iAds. I'm curious to see how it does. Are you still planning on submitting it?
  • butterbeanbutterbean Member Posts: 4,315
    Yes! I just submitted 3, and all went into review yesterday, and are in the store today, and were accepted late afternoon.

    I just checked, and 2 of the apps have very low fill rates, "Creature Match FREE" and "Toy Match FREE". Toy match has about a 4% fill rate while creature match only has 3.7%.

    Adult Naughty Sounds Lite has 0% and that could be because of the app itself, although the lite version doesn't have any adult material in it.

    So I think I'll know better tomorrow how these did, but I'm telling you, iAds is not looking very good in terms of any income, even a meager amount. Not a great thing to rely on.

    If you want to download and take a look at my free apps, I put 8 levels in each of the Matching games for free

    http://itunes.apple.com/us/app/creature-match-free/id382292437?mt=8

    http://itunes.apple.com/us/app/toy-match-free/id382287005?mt=8

    And the Soundboard one has 18 sounds in total, but 0% fill rate.

    http://itunes.apple.com/us/app/adult-naughty-sounds-lite/id382277707?mt=8
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    @FMG, Devs with ad supported apps generally do not maintain a lite version as well. Anyone interested in trying that app for free would likely just download the ad supported version anyway. The conflict arises when you think the game/app has a higher perceived value than the revenue generated by ads, and people would be willing to pay full price for it.

    @butterbean, Here's a more definitive Apple answer to your questions... ;-)
    iAd Network Welcome Message:
    ..Your actual volume of served ads will vary, based on factors that include your exclusions, available advertising inventory, advertiser targeting and user interaction with ads in your application...

  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    @butterbean, When did you submit the updates? Is Apple's turn-around time getting better?
  • butterbeanbutterbean Member Posts: 4,315
    These are first time submissions for FREE versions of these games, it took about 9 days, their turnaround time is still about the same.... takes forever!
  • quantumsheepquantumsheep Member Posts: 8,188
    butterbean said:
    These are first time submissions for FREE versions of these games, it took about 9 days, their turnaround time is still about the same.... takes forever!

    Did you buy the pro licence for iAds?

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • butterbeanbutterbean Member Posts: 4,315
    I was upgraded like you when we originally paid the $499 for Gamesalad
  • quantumsheepquantumsheep Member Posts: 8,188
    Bloody hell!

    Why does no-one tell me these things???!!!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • firemaplegamesfiremaplegames Member Posts: 3,211
    So Stunt Squirrels! LITE was just approved and is in the App Store...

    The iAds do appear. For me it was a Nissan car ad.

    There is an issue though. When I come back from the ad, the timers on the main menu are broken. (the squirrel no longer jumps) and when I click on the 'play' button, the game freezes.

    I cannot properly quit the game either. Pressing the Home button just pauses the game. Pressing the icon again resumes it.

    The only thing I added to the game was the iAd behavior (and updating it to 0.8.8)

    If anybody gets a chance, can you download it and confirm that it happens to you too?

    Thanks,
    Joe
  • quantumsheepquantumsheep Member Posts: 8,188
    Joe,

    I assume you did, but I'll ask anyway!

    Did you test the game worked ok after putting in the iAds. The timer thing sounds like the issues people are having with timers when entering a scene.

    Will download to check SS in a mo'.

    Cheers,

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

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