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James

Junior Member
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Posts: 29
Reply with quote  #1 
Hey guys

I am kinda newibe in app marking so any tips will be great

take a look at this picture:
31.png  i DONT have a lot of downloads (something like 200 total) but i just wanted to know if this is normal?
only 0.33$ ?....
(SAME FOR ADMOB I GET NO MONEY. ANY TIPS FOR ADMOB WILL BE GREAT TOO).
 any tips that you have!
Thanks for reading.
James

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NickPeelman

Senior Member
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Posts: 136
Reply with quote  #2 
Ye that's pretty common, 100 downloads is really low, and so is the revenue [frown]
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My latest game: Space Escape for Android! Feel free to check it out! 
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Grumpy

Senior Member
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Posts: 318
Reply with quote  #3 
Yeah that's normal. On the plus side you'll occasionally get an install which can add anything from $0.5-20 to the pot! I've got one game that makes on average 10 cents per user and another that makes less than 1 cents per user.

In my opinion:
Make sure each game has a campaign for each priority. Under financial settings I typically set min cost per install highest to $10, high $5, med $2 and low anything. This means that Chartboost will first try to find you someone that's willing to pay at least $10 if your users installs their app through your advert, and then $5, $2 etc. You may need to adjust these, so watch your analytics.

Also set differing prices per clicks for each priority - some advertisers don't pay you for an install but they will pay you for a click. So again you probably want to set highest to 0.1, high to 0.05 etc. Again you'll need to modify this by checking your analytics. If you find that your low campaign has about 90% of the impressions then you're setting your prices too high.

If you find that you're retaining a lot of players (i.e. you're getting a lot more bootups than you are installs) it means players are probably liking and engaged with your game - this is good but in my experience it means that players are less likely to be clicking on your ads. In this circumstance I would suggest you include video ads on that game - you can find them on ad type under the campaign menu. Here you'll get paid $0.01-0.04 every time someone watches the ad - if you've got someone booting up the game every day and playing a few times a day then this will add up. But with this you don't get paid if the user installs the app AND players find them more annoying so it can be damaging to your apps long term success.

But all this is only going to really make a difference if you're getting 100s/1000s of downloads a day. So try and market and promote your game as much as possible. Realistically you aren't going to make much money until you have 10-20+ apps out unless you get lucky or spend a long time really developing a quality app.
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James

Junior Member
Registered:
Posts: 29
Reply with quote  #4 
Quote:
Originally Posted by Grumpy
Yeah that's normal. On the plus side you'll occasionally get an install which can add anything from $0.5-20 to the pot! I've got one game that makes on average 10 cents per user and another that makes less than 1 cents per user.

In my opinion:
Make sure each game has a campaign for each priority. Under financial settings I typically set min cost per install highest to $10, high $5, med $2 and low anything. This means that Chartboost will first try to find you someone that's willing to pay at least $10 if your users installs their app through your advert, and then $5, $2 etc. You may need to adjust these, so watch your analytics.

Also set differing prices per clicks for each priority - some advertisers don't pay you for an install but they will pay you for a click. So again you probably want to set highest to 0.1, high to 0.05 etc. Again you'll need to modify this by checking your analytics. If you find that your low campaign has about 90% of the impressions then you're setting your prices too high.

If you find that you're retaining a lot of players (i.e. you're getting a lot more bootups than you are installs) it means players are probably liking and engaged with your game - this is good but in my experience it means that players are less likely to be clicking on your ads. In this circumstance I would suggest you include video ads on that game - you can find them on ad type under the campaign menu. Here you'll get paid $0.01-0.04 every time someone watches the ad - if you've got someone booting up the game every day and playing a few times a day then this will add up. But with this you don't get paid if the user installs the app AND players find them more annoying so it can be damaging to your apps long term success.

But all this is only going to really make a difference if you're getting 100s/1000s of downloads a day. So try and market and promote your game as much as possible. Realistically you aren't going to make much money until you have 10-20+ apps out unless you get lucky or spend a long time really developing a quality app.


Quote:
Originally Posted by NickPeelman
Ye that's pretty common, 100 downloads is really low, and so is the revenue [frown]


Thanks guys for the information hopefully it will get better.
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