At the start of my game I am loading a banner Ad, but due to the implementation of admob for Unity it stays throughout all scenes. So my question is:
To maximize revenue should I hide the ad and request a new one, or if I tweak the refresh rate ( of the banner ad ) it would be the same ?
you mean a normal (320x50) banner or interstitial at the start? Anyway important is: 1) if its an interstitial at launch - it's not suitable for AdMob and u can have troubles. 2) If your app is a game, banners (320x50) are crap in that case, cause they get on gamers' nerves and have low cpm. I advice u to use videos and interstitials. The point is to place them correctly, so that users see them and feel comfortable. To maximize revenue you'd better use mediating platforms: Appodeal, MobFox or Supersonic. I personally really like the first one cause it's fillrate and average cpm for vids and intrsttls is the higest. I judge by my clicker game on Android.
Related
So I just released my app to the app store last friday. Realized it's going to be extremely difficult to get paid sales (but a good amount were downloading my app for free), so I decided to go with the model of releasing a full free version of my app with ads, and a paid version without ads.
My app has to do with adding captions to photos, so in two of my main screens, the app takes up the full screen of the phone. So I'm going to use full screen ads that pop up each time a user makes a view controller navigation transition.
I'm pretty clueless about how to go about choosing the right ad network. Right now I've installed Greystripe SDK and am playing around with it and it seems fine, but my one concern is that (I believe) they only serve Europe and North America. As an experiment, I made my app free and only half of the 150 or so downloads were from Europe and North America.
Was wondering if anyone could share some knowledge or link me to any beginner tutorials on how to choose an ad network. I've done google searches and haven't had much come up (maybe I'm using the wrong terms).
What I've found in doing research on this, is that I'm shocked about how little information there is on this subject as compared to anything else in iPhone development. Not sure why this is, maybe because there aren't many developers using ads in their apps or maybe because the ones that do don't want to give away their secrets.
I think a good strategy for a newcomer for implementing ads is to start by using a mediation network. A mediation network is software that allows you to use multiple ad networks to serve ads to your app. So for instance, the mediation network will check to see if there is an ad to serve from Admob, and if there isn't it'll move onto the next network on your list. Doing this will give you high fill rates (i.e. making sure an ad is served the majority of the time when you call for an ad) and will also allow you to compare and contrast different networks. You can make adjustments in the mediation control panel without having to upload a new version of your app.
I also recommend starting out with some of the larger networks like Admob, iAds, Millennial, InMobi, etc. and then from there maybe branching out to other networks that do a good job in targeting specific things like video ads / interstitials, or certain countries.
So what I've done is gone with Admob Mediation for now, and am serving ads from Admob, Millennial, InMobi, and Adfonic.
Hope this helps.
Try iAds
how-to-add-iad-banner-in-iphoneipad-app
I've noticed something interesting in what seems to be the recommended way to show iads in some apps.
In the Apple NavigationBanner example ads are downloaded by the AppDelegate but (according to my reading) are only displayed when the user clicks something in the table and a TextViewController is put on screen.
I'm using this exact behaviour in my app but it occurs to me this could be bad, loading but never showing could cause payouts for ads that were never displayed. I wouldn't want to accidentally fall foul of the rules.
Am I right to be worried about this? Or are Apple perhaps using some unknown mechanism to track what ads have been put on screen instead of simply downloaded to calculate their impression count?
Thanks.
Apple is very careful to ensure that ads are only credited when displayed.
In one of our games, we had an issue with layout which would sometimes cause an object to be in front of the iAd (a very small one, in fact - you could still see the ad). In those cases, the iAd framework logged that we wouldn't receive an impression because the ad was obscured.
After release my first iPhone application I had a fairly decent turnover in turns of sales considering it was a pretty niche application in the health and fitness category. However, I decided to make the application free until the next update and in the first 3 days downloads of my app have increased by 1433% - which is quite staggering.
So it got me thinking maybe the option of a free application, with ads would be a better option. With that said, what are the available options for integrating ads into an iPhone app and which is the most profitable?
iAD is the most profitable as it pays lot per impression, but they don't always fill the slot. The best thing you can do is to implement some service like AdWhirl which will fill the empty slot with another service such as JumpTap or Admob when the iAd slot does not come through. You can adjust the frequency of each ad network to your liking as well, so if later, you decide that JumpTap should be shown always, you can adjust it from the web interface instead of pushing a new version of your app.
The best solution is to use iAds now that Apple has prevented other ad networks from device-tracking.
I'm more than halfway through development of my first iPhone game and I'm currently implementing Game Center features for devices that support it. I have successfully added leaderboard functionality, but have some questions on how to present the Game Center features to the user.
Should Game Center be on and active when the user first runs the app?
Or should Leaderboards and autosubmitting highscores be an option the user have to turn on?
Right now I only submit the score when the user gets a highscore to keep data transfers to a minimum. I just want to make sure the experience is as hassle-free as possible for both Game Center users and people who don't care about highscore/achievements.
I would love to hear from other developers how you chose to present these features!
I'm personally activating the Game Center immediately. If the user has opted in by logging in through Game Center application (or another game), why bug him? Turning off Game Center system-wide is easy. I'm also submitting leaderboard scores, since that allows me to see how many players (or at least Game Center users) enjoy playing the game continuously.
I don't think majority of users that are logged into Game Center would actually want choice. For comparison, OpenFeint provides the choice, but I find that annoying.
What about collecting all the data and only sending it when the users sends the application to the background or terminates it?
From my personal experience I like the Game Center Integration as intrusively as possible. A short notice while game boots and/or a small banner on the highscore table should avoid to much distraction away from your game experience.
What you recommend for advertising platform not in the USA.
iAd is ot seding ads outside the USA.
I'v tried AdMob, ad it also seems not to work. Most of the time it fails to show up an and, ad when showing it shows only one ad again and again (some hotel booking)
Any Idea?
Have you tried Google Mobile Ads?
I would recommend not sticking to one platform as such. You have a particular service fill in ads but if that doesn't have ads for you then, query some other platform, if that doesn't the next one.
# Pseudo-code
if GoogleMobileAds:
# Code to use Google Mobile Ads
else if iAd:
# Code to use iAd
else if AdMob:
# Code to use AdMob
else:
# Your own promotion or whatever is your last option
Edit: You may have to handle transitions and animations on your own. You may also have to create a new AdMobView for every ad request you make. Following is a quote from this Google Groups discussion.
If you require feedback from the SDK for every ad request, we suggest
that you create a new AdMobView for every ad request you make. If
using this particular method, you will have to handle view transitions
(and animations) between the two ads yourself, as well as cleaning up
each AdMobView object when you no longer need it. If you require feedback from the SDK for every ad request, we suggest
that you create a new AdMobView for every ad request you make. If
using this particular method, you will have to handle view transitions
(and animations) between the two ads yourself, as well as cleaning up
each AdMobView object when you no longer need it.
I would recommend Smart AdServer, because in my opinion, this is the best all-in-one mobile adserving tool.
It's both an adserver (where you can program your own ads on inventory you have sell by your own) and a mobile advertising platform ( it's connected to main global adnetworks through backfills. And most of the are compliant with backfills, this is not the case for every ad server, I'd recommend that you check.
It is just an SDK (compatible i0S 5 and less), also compatible with iPad.
Programming is really easy, and formats are really cool, innovative, so you can get high CPM from them (you can check by your own downloading the iPhone app, or on this gallery.
You can monitor campaigns in real time, directly in an iPhone app.