- 01-29-2011, 01:42 PM #2
- 04-23-2011, 05:32 AM #3
- 07-25-2011, 04:44 AM #4
- 08-12-2011, 12:06 AM #5
My advice, don't chase for a trickle from these ad frameworks. Charge your users directly and make real money. They'll enjoy the no ad experience and you'll be better off. If you do advertise in your apps do it for your own apps so people will discover more of your works.
- 08-29-2011, 04:03 PM #6iPhone Newbie
- 42 Posts
I tend to agree with jay regarding ads. As an app user, I'd prefer that ads do not appear. Especially if I've paid for the app. In a free app, I'd probably put up with them if they're infrequent.
As a developer, I'd vastly prefer that the user buy the app as opposed to getting paid per impression or click or conversion. The app should have perceived intrinsic value as opposed to being perceived as an ad delivery platform.
Just my 2 cents.
- 09-04-2011, 10:54 AM #7
Making an app without ads and selling it is by far the best.
The ads do tend to screw a bit the app design and the developer has no control over them (if your app has blue background design and you get an ad with a purple one is mehhh)
However, not all do buy apps. There are many people who prefer the ad-enabled free version rather than the paid one.
Perhaps a good solution is to make 2 versions of the app, one free with ads and another paid and ad-free so you can have everyone happy.
- 09-04-2011, 01:18 PM #8
As a developer and a frequent apps user I have yet to remember a case when I actually clicked on an ad in an app. Quite often I find myself removing app that has apps and looking for alternatives, even paid ones, without ads.
On a development side I've released a lite version of my app and added ads there just for additional incentive for users to get the full version. Don't really hope to make any profit there.
- 09-04-2011, 01:24 PM #9
- 09-09-2011, 01:40 AM #10
- 09-14-2011, 06:15 AM #11
- 09-15-2011, 07:17 AM #12
- 09-26-2011, 05:22 AM #13
- 10-08-2011, 09:04 PM #14
From what I've gathered, free apps are downloaded multitudes more than paid apps. Having a paid app out there myself, without a massive advertising budget, sales are not good. It's an excellent app, just that there is no way for anyone to know it's good unless they know it even exists. A free app, even with ads, will get far more downloads and at least get your name out there to build on. Using the ad networks is nice if you have enough users to generate some income, and with a huge user base can make way more money than the app could if it were a paid app. The trick is getting it downloaded in the first place. Advertising your own apps is an excellent idea, because then a successful free app (the app that has a greater chance of getting downloaded a LOT more) can help to feed the paid apps some downloads.
- 10-25-2011, 09:48 PM #15
- 10-26-2011, 11:25 AM #16
- 10-31-2011, 11:54 AM #17
- 11-04-2011, 04:45 AM #18
- 11-06-2011, 08:02 AM #19
I still plan to create a .99c version, and an IAP for removal of ads though. I don't want to rely solely on the ads.
- 11-23-2011, 03:03 AM #20
My Lite version, which is free, has ads. The game is built on cocos2d and uses a modified adRootViewController based on original code from Josť Andrade. (Google or github to find it). My modified version defaults to iAds when available, but serves up admob ads when they aren't.
Here's what I've seen:
Apple's fill rate isn't always the greatest, but you want to serve Apple ads whenever they are available because the revenue rate is better. Apple's best performance is definitely in the US. AdMobs fill rate, is consistently better in Europe and Asia. Nobody seems to do very well in Central/South America and ads in Africa simply appear to be non-existent.
It's worth putting ads into a free app but make sure that it also upsells to your Full version with the promise of removing the ads. But when you do show ads, make sure to include at least 2 differing services to ensure you get good coverage.
- 02-08-2012, 06:06 AM #21