FAN: Filled vs. Impressions has large gap? - facebook

I'm using native interstitials only (on iOS and Android), via AdMob mediation (Google Ads SDK).
I see 3 columns here for requests, filled, and impressions.
For whatever reason though impressions is always about 1/3 of filled.
Note: I'm not using banners or native ads, interstitials only.
I could understand this if this were on the web, with visibility and whatnot, but I'm wondering why this is happening in my native app. Does that mean the ad didn't finish downloading?
What is the proper procedure to increase my impressions?

An ad impression is counted base on its visibility and also how long it stays in visibility, which different ad network has different definition.
Like other ad networks, Facebook Audience Network also requires a minimum time an ad stays in visibility before it can be counted for impression.
In your case, if users click off the interstitial ads before they meet minimum time for visibility, then the impressions will not be counted. You will see filled ads number is greater than impression number.

Related

How to publish free unity game to Google Play?

I have several questions:
Unity gives a default company and youtube tutorials shows the guys always enter a company name. Must I do the same although Im a solo developer? do I enter a random name?
One tutorial shows that there is no need to change the api level (the default is the highest installed) where as another tutorial shows that you must change the api level to Google Plays (current level 31)
In the Google Console there is a privacy policy url, what is that and must I provide one?
There is an option to tick whether your game have ads, does it mean that other can insert ads into the game or something I provide?, also is it recommended although my game is pretty simple
Here are the answers to your questions:
Yes, you can randomly put any company name you want to, but keep in mind that when you publish a game again, it would be better if it's under the same company name; that'll help you grow better. If you're still interested in more about privacy and company laws, here's the detailed video that I would suggest.
Here are the Google Play's API level requirement:
When you upload an APK, it must meet Google Play's target API level
requirements. New apps must target Android 12 (API level 31) or
higher; except for Wear OS apps, which must target Android 11 (API
level 30) or higher.
There is no specific standard for a privacy policy. Looking at some favourite apps' approaches will help you know how to write a privacy policy. Here's an example: PRIVACY_POLICY.md.
Google Play's support page now mentions that:
All developers that have an app published on Google Play must complete
the Data safety form, including apps on internal, closed, open, or
production testing tracks.
Even developers with apps that do not collect any user data are
required to complete this form and provide a link to their privacy
policy. In this case, the completed form and privacy policy can
indicate that no user data is collected or shared.
For ads, you must enable ads through code too. Here's a simple example of UnityAds. There are three types of ads in an app generally:
Interstitial Ads: These ads are shown somewhere, like when you have switched scenes, clicked on something special etc.
Rewarded Ads: These ads are shown when the user gets in-game rewards like a powerup or get some coins by watching the ads.
Banner Ads: These ads in your app; whenever someone opens your app, they'll be shown an ad at the bottom of your screen.
You can add any of these ads in your application, and google accordingly will show ads in your app of some other apps/games.
If you wish to show your ads in your own app, you have to enable cross promo ads for that, and implement them accordingly in your app. And if you want to show your app ads to some other apps then you need to give ads to Google Ads and set your budget accordingly
And for its last part, No, it isn't necessary to show ads in your game if you. Ads are only necessary if you wish to earn some bucks from it. So I would recommend you make your app worth people's use. Then if it's showing a good response, you can enable your ads after that; otherwise, there's no need to have a headache adding ads in your app.
Yes, that's your pick.
Now it requires at least 30.
Yes, it's a must.
If you want to monetize your game, you have to implement ads in the game.

what is the maximum number of photo one instagram supports

The question is just the subject.
I am thinking of creating an app that pushes all the images from my phone to an Instagram account, which will keep the pictures in a private state.
So essentially that will replace the subscription alternative of google photos.
PS: It is fine to use Instagram or facebook,
The reason being the meta software will also help me face detect users of my friends, and create a ai generated commentary of my pictures that will help me organize and sort picture.
I don't think there is a strict limit for instagram on the 'maximum' number of images you can upload to the platform.
However there appears to be a maximum of 100 uploads limit per user in a 24 hours period, but bare in mind that if whatever you are trying to do is done in bulk and frequently over time and exceeds the limit may make you look like a bot, which may resulting your account gets banned immediately.

Receiving Non English Facebook Native Ads With MoPub

Is there a way to control the location of ads requested via the Facebook Monetization center as does not seem to be a such options via MoPub?
Expected
English speaking native ads showing with MoPub's Facebook Native Ads integration passing the correct Location data.
Observed
Non English ads showing despite a San Francisco Lat/Long Location object being passed to MoPub.
Configuration
I am receiving native ads that are not in English and appear to be targeted for a different region. I've implemented the moPubAdapter.loadAds(...) method as described in the MoPub documentation for the the RequestParameters.
According to a sample request from the MoPub logs in Android Studio the correct lat/lng is being used: 37.78378378378378-122.44880571614736 which are the coordinates for San Francisco where I currently am. Also, it is not just one or two ads or a specific region. Ads are showing in Spanish, French, Thai, etc.
French Ad
Spanish Ad
Due to MoPub's response below it seems that there must be a way to target monetization placements via Facebook's dashboard...
MoPub's response
When reviewing your account, we observed that you don't have Marketplace enabled and all your impressions seem to served through networks. Note we can't influence nor control any creative served through networks, since these creatives are served by the network SDKs.
On a different note, there is no way to guarantee that an english speaking user will only see english ads. If an advertiser purchases that impression opportunity, they have the option of sending the non-english creative.
When it comes to Marketplace, one possibility to influence the language of your ads, is by passing the language information to DSPs through Keywords. You can find more information here: https://developers.mopub.com/docs/marketplace/openrtb/#3211-object-device
It is also worth to highlight that the main language in which the device is set up is will be the prevalent one when it comes to the language for the ads, but in this case, since it was your own device, we assume it is English.
Facebook Documentation
Set CPM Targets describes how to set CPM targets based on location which could help filter, but isn't directly enabling or disabling specific geos.
Also, it is unclear if setting CPMs in Facebook is necessary if they are already defined for an Ad Unit in MoPub.
ie: Facebook CPM set to $3 and MoPub CPM set to $5. Will this have a waterfall effect, first filtering out all CPMs on Facebook that are less than $3, then MoPub will filter out everything less than $5?

App insights drop for all games on 14-15th Sept?

I noticed that across all of my facebook apps there was a significant drop in users between 14th-15th September. After spending some time investigating any possible cause (as I had launched an update that day), and finding nothing, I looked on appdata.com and it seems that almost every game has this big drop on the same dates.
I have checked the blog and couldn't see anything obvious to say why this might be. Does anyone know the cause of this change in insights data? Or is this a bug?
They changed the way that the number of active users was calculated. According to here:
Facebook has changed the way it calculates the total monthly and daily active users (MAU and DAU) for apps on the social network, sending figures plummeting.
The adjustment means that users who choose not to authenticate after a permission dialog box is clicked, and those who visit an app but do not log in, will no longer be contribute towards active user counts.
As a result of the changes, some games have seen more than half of their previously reported user figures drop away (though these changes have made no difference to the actual traffic each game sees).
facebook changed how user's bookmarks appear on sept 13th, which meant that a lot of users that used to see your bookmark on the left side of their homepage no longer could. As of that date facebook seems to use way less space to list bookmarks, only showing bookmarks for apps you use a lot or have just used. The only way to counter this is to educate your users to set the bookmark for your app as a favorite, which gives that bookmark a permantent position (hopefully) forever in the top section of the left margin of their homepage.

how admob/adsense works in android app?

I am trying to understandard how adsense for mobile apps work. The website typically has alot of text to tell the topic of webpage to get relevant ads. But mobile apps (e.g. a game, or some utility app - clock, etc) typically do not have alot of content to get relavant ads.
Can you share your experience on how mobile apps can provide better context for ads? Should one have more text in the app?
Thank much.
Admob lets you choose what ad categories you want to display in your apps, as well as specifying the age range. Having all ad categories enabled would increase your chance of an ad being available on the server. If you feel the need to only have ads of a specific category, you can do this. I have not, as my goal is to have a high probability of ad impressions.
Ad Mob also lets you enable Google Ad Sense. You can read about it here.