app ads revenue
When it comes to earning money from mobile apps, choosing the right ad type can make a big difference. In this article, we will discuss four types of mobile ad types and which ones can help you earn more.
Types of Mobile Ad Types:
1. Rewarded Video Ads: These are full-screen video ads that users can watch in exchange for in-app rewards.
2. Banner Ads: These are rectangular image or text ads that occupy a spot within an app's layout.
3. Rich Interstitial Ads: These are advanced ads that include features like video, audio, or other elements that encourage viewers to engage with the content.
4. Video Interstitial Ads: These are full-screen video ads that can be skippable or non-skippable and cover the entire screen.
Performance of Ad Types:
- Rich interstitial ads had the highest monetization power in almost all regions.
- Rewarded video ads generated the highest IK and performances in all regions.
- Banner ads have endured as the second-highest revenue-generating format across all regions.
- Video interstitial ads trended down in terms of its signal performance in many regions.
- Banners ads are the lowest performing in all regions.
1. United States: Rich interstitial ads monetized the most out of all ad formats, and rewarded video ads continued to raise as the ad format with the highest CPM.
2. Western Europe: For Android, rich interstitials let's have the highest monetization power, and for iOS, banner ads monetized the most due to its vast impression rate.
3. East Asia: Rich interstitial ads accounted for the most share of the ad revenue generated for both hand-ride with 52 and iOS with 38.
4. Eastern Europe: Rich interstitial ads accounted for about half of the ad revenue generated for both hand-ride and iOS due to its high CPM.
Rewarded video ads can be the best choice for earning more money from your apps, especially on the iOS platform. It's also essential to consider the demographics of the region where your ads are being served. By choosing the right ad type, you can increase your revenue and make your app more profitable.
How Much MONEY I Made from Building an App | Passive Income Side Hustle
A mobile app was built several months ago and has been live on the Google Play store ever since. The creator is going to see how much money they made in the last four months from the app.
The app is a vocab app for studying for the GRE. The creator built the UI using Flutter and used a backend in AWS. The app was monetized by adding two different types of ads to the app: banner ads and full page interstitial ads.
Looking at the AdMob console, the creator made zero dollars this month and 58 cents over the last four months. The footer ad had a CPM of around $5.38, which is high for a small ad on the bottom of the screen. The interstitial ad had a CPM of around $1.43, which is lower than most interstitials seen online.
There are six active users with four of them in the United States, one in Iran, and one in Rwanda.
In its current form, it would be a huge waste of money to advertise the app because it would cost more in advertisements to gain users than the creator would get back from having more users in the app. The creator is considering better monetizing the app by adding in-app purchases, creating user accounts, and using push notifications. If people are interested in seeing a video or series of videos on this project, they should let the creator know in the comments.
Mobile App Financial Model Tutorial: Projecting Revenue
In this video tutorial, Kaija explains how to project revenue for a mobile app business model using the mobile app financial model template.
The core driver for generating revenue in a mobile app is downloads, which can be classified into organic and paid downloads.
Organic downloads are generated naturally and include brand awareness campaigns, virality, and app store promotions. The model allows for estimating a brand awareness budget, projecting percentage growth, and capping downloads on the platform.
Paid downloads are directly related to the budget and include Google, YouTube, and Facebook ads. The model estimates a cost per install and allows for estimating how that cost evolves into the future.
Active users are defined as regular users of a free version of the app, with some eventually unlocking features via subscriptions or in-app purchases. The model allows for estimating the number of active users and how many continue to be active in the following months.
The revenue sheet of the model reflects both organic and paid downloads, as well as the cost of acquisition per download. It also includes total new downloads and cumulative downloads across all time as a reference for tracking.
By following these projections, app developers can gain a better understanding of their potential revenue and make informed decisions for their business model.
Successful Indie iOS App Revenue Experiment
Are you an indie developer struggling to increase your app revenue? Look no further! In this article, I will share my experience of how I was able to multiply my app revenue from $400 to over a thousand dollars in just one month.
1. Streaming Personal Projects on Twitch and YouTube:
- Helped to reduce procrastination
- Increased motivation to work on personal projects
- Can lead to additional revenue streams
2. Analyzing Conversion Rate and Experimenting with Prices:
- Analyzing conversion rate helped to identify areas for improvement
- Experimenting with prices led to a bump in revenue
- Adding more features does not always lead to more sales
3. Special Offer for Purchase in Onboarding Flow:
- Offered discounted price for yearly subscription during onboarding flow
- Results exceeded expectations and led to a significant increase in revenue
4. Don't be Shy to Sell:
- Many indie developers are too shy to sell their apps
- Offer additional features or remove ads for premium users
- Experiment with pricing and sales strategies to find what works best for your app
By implementing these strategies, I was able to increase my app revenue significantly. Don't be afraid to try new things and experiment with different strategies to find what works best for your app. Keep working hard and you too can multiply your indie app revenue!
How Much Money I Made from Apps in 2020
In this article, we will discuss insights about various topics such as music, app development, and business. We will also provide tips and advice on how to succeed in these fields.
- It's time for the annual report on the Assyrians and their beer-making tradition.
- Eye makeup students can learn new techniques from Anne Shirley's Joomla.
- In 2017, I realized the importance of sharing my work with others and becoming an expert in my field.
- Mam and incluis are colloquialisms that can add flavor to your writing.
- App purchases on Google Play and the App Store can bring in a lot of money.
- It's important to avoid unnatural sentence structures and repetitive phrases in your writing.
- The market for baby gifts and products is constantly growing.
- Google Play and the App Store have different guidelines for app development.
- The key to success in app development is focusing on the user experience.
- Collaboration and helping each other out can lead to success in business.
By following these insights and tips, you can improve your skills in music, app development, and business. Always strive to be creative and unique in your work, and never stop learning and growing. Remember to use natural language and avoid repetitive phrases to keep your writing engaging and interesting.
How much money did my mobile games earn? (2 years #indiedev revenue)
Hello world, it's Alex at Dev. I started creating games independently just over two years ago, around January 2019, which is when I created all my social accounts - my Twitter, YouTube, and everything else. Today, we are going to look at the games I have created over that time period, which include Egghead, Clicking Around, and Drop Down. Hopefully, you know what those games are, and you've played all three of them. If you haven't, then do me a favor, please get out of here. I'm joking, but we're going to take a look at each game's analytics, how they've performed, we are going to look at how they've been monetized, and then we're going to look at how much money each project has made. Hopefully, the numbers will just be interesting to look at, and we can learn a thing or two. Once we've finished, I'm going to talk about what the plan is next because I'm thinking about going through the projects and experimenting with a few things. So if you'd like to know about that, stick around till the end. Let's go!
We'll start by looking at Egghead. How does this game make money? It doesn't. This was my first game. I made it in a week or two, and I made the decision to release it for free. There's nothing to buy, there are no ads, and it's free to download. Was that a mistake? Probably, but I created this game for fun, to build experience, and mostly to figure out publishing, which never gets easier. It does make this video a little easier, though. We now know my first game has made a grand total of zero. I will talk about that more towards the end of the video.
When we got to Clicking Around, I made sure not to make the same mistake again. This game is free to download; however, this time, I included ads you can't pay to remove. I did this mainly because, at the time, I had no idea how to do that. Anyways, an advertisement pops up once every three levels. That may not seem like a lot, but you'll be surprised how fast you fly through the levels. In a game where you can't remove ads, that's more than enough. Rewarded ads are also available. You can use this to double your points at the end of the level or get an extra life when you die. The ads are provided by Unity Ads, Google AdMob, and AppLovin. We'll take a look at those in a second.
Finally, we have Drop Down, which is probably my most complete project, at least in terms of monetization. In this game, we have ads pop up after every game. We have more appear in between longer game sessions. There's also a rewarded ad you can click once every five minutes that gives you more gold, and finally, we can remove the ads. Is that enough, though? Let's find out.
The first thing we're going to do is load up the developer consoles for the Google Play Store and the App Store to see how the games have performed overall. This is the Apple Developer Console. There's lots of cool things going on here. We can ignore this at the top; that's just telling me I have a new agreement to accept. October 2019 is the furthest we can go back for some reason, but these are the lifetime stats for my games. As we can see, Egghead is the game that has performed the best with 31,000 impressions. That's pretty exciting, but that's only how many people have seen the game pop up while browsing the store. That's not necessarily how many people have viewed the store's page. What we should really be looking at is units, which is how many downloads the game has had overall. Egghead is still the top performer there, and it's pretty much a draw between Clicking Around and Drop Down. We will leave the sales blurred out for now, but we will be coming back to those very soon.
If we click on a project's page, we can actually dig deep into the analytics. We won't do this for every project because we'd be here all day. We might save that for another video. We will look at my top project, Egghead. The reason actually I think it did so well is if we look over here at the impressions, we can see there's a bit of a bump. That is because impressions steadily increased after release, but then, for some reason, in February 2020, it had a massive bump where it gained over 10,000 impressions in just that month alone. If we scroll down on the main page and look at where most of the downloads came from, we can see over 50% of the downloads came from the App Store browse rather than searching for the game or clicking on a direct link. Which suggests to me that, at some point in its lifetime, Egghead got promoted on the App Store, which is pretty cool to think about.
Now, let's see how the games performed over on the Google Play Store. This is the homepage. You can see our games here. You can also see the installed audience, which is how many people have the game installed on their phone right now, which is just a pretty cool number to look at. I don't think we can view the lifetime analytics side by side like we can on the App Store. There probably is a way; I just don't know how to do it. So what we will do instead is click on each app individually and take a quick look at the lifetime stats. There's a lot we could look at here, but I'm just going to focus on the downloads. We can then later see how that translates to revenue.
We've looked at the games I've made. We've seen how well, or not so well, they did on the stores. Before we get into the good stuff and look at how much income was generated from each project, we needed to know how each game has been monetized. We've seen that Egghead doesn't make any money, Clicking Around has ads, and Drop Down has ads and in-app purchases. We've also dug deep into the analytics of each game and seen which one performed the best. Now, it's time to look at the sales.
How much Money does my Mobile Game Make? (after 4 weeks)
Almost a year ago, the author published their first app called Dashbringer, a small action game that requires players to dash through their enemies to earn points. The game features both superb gameplay and advertisement, which was the first time the author earned money with their games.
- The author earned a total of 3 cents with a fraction of a cent for every month.
- They needed to reduce their spendings drastically.
- They made money through advertisement and in-app purchases.
- The game was published on both Apple and Android devices.
- Overall, 105,000 people downloaded the game.
- The author achieved their goal of earning at least $160 with advertisement alone.
- The total amount of money earned from the game is $3,302.
- The author earned $9.5 per hour.
- The author plans to use part of the money to run an ad campaign and make a big update to the game.
Despite earning less than minimum wage, the author is pleased with the result and plans to continue developing games. They are grateful to all the players who enjoyed their game and helped them earn money.