We can monetize your app - Best results guaranteed - General Monetization

Hi everybody,
I'm Augusto Ghigliotti from D'arriens, a leading media company in Latin America, we offer media solutions for display, mobile and video advertising.
We have more than 30.000 live apps runnning on our exchange, and having really good results and revenues everyday.
If your are interested on making money with your app, please feel free to contact me.
Thank you!

Can you give some more details about how you are doing it?

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Are in-app purchases effective?

As the title says, are in-app purchases as effective as I'd like to think they are?
As we're all fully aware, there are a lot of people around the internet who will do whatever they can to get a game or app that they shouldn't be able to.
Obviously developers have to make money when they choose to because otherwise they could be making a loss and not want to continue to develop any more. What is their best option to make money?
1) They could have a price on their app/game but once paid for, no more money will need to be spent in the app/game.
2) They could use the popular method of creating a free version and a paid version.
3) Have the app/game free of charge but have in-app purchases to make some money from it.
There are of course downsides to each of the options above but in my mind, the best option is 3) because it's not as easy to be able to get around the paying system. The only way around, that I can currently think of, would be by using cheat systems such as GameCih.
Whereas with the other 2 options, it's fairly easy to be able to bypass the required payment.
A perfect example of in-app purchases working is with Shadowgun Deadzone.
If the app had not been free, chances are I wouldn't have been interested in it because I couldn't test it before buying.
As the game is free, I tested the game out and because I thoroughly enjoy the game, I've since bought in game gold numerous times and will continue to do so.
I know that not everyone will have the same mentality as me but it proves, in my case, that in-app purchases work.
What are your thoughts on in-app purchases or what do you feel are the benefits of simply putting a price on the app/game?
From my experience, In App Billing is really good.
In my truck parking game, 3D Truck Parking, there are about 4 level packs for free and 1 that you have to buy with IAB. I must say that I got a lot of purchases daily!
IAB is better, you don't have to maintain two different versions, its easy to set up. Also users can't cancel an order they make through IAB & its linked to their accounts. On a normal paid app you can copy the apk and cancel the order, making it easy to steal.
When i started to work with android app i did two version free and paid. Now i'm sure that it's wrong. One free application with in-app payments is the best choise.
Question
Hi Guys!
I'm writing my academic thesis about the market of the app stores and I would like to interview some developers about the monetization, revenue models etc... If you could answer some questions please contact me at [email protected] It would be a great help! Thank you very much!
Freemium and IAB
Hi,
I believe Freemium is a good model for many apps, specially games.
And IAB is the best option to support the Freemium model, to my experience.
I tried other options such as free app with paid apk acting as an unlock key, which is a quite popular model on the Play Store, but not as powerful and flexible as IAB.
So I would really recommend IAB, specially latest version 3 which is easier to use.
Make sure you use the helper class provided by Google, but be careful, there are a few bugs in it...Look for fixes in stackoverflow !
Good luck!
Eric
I can certainly say I wish I had implemented in app purchasing instead of a free and paid version of the same app. As mentioned before, the ease of not having to maintain two versions, as well as the advantage of free app entry is a big plus. Definitely the way to go if the app is designed in a way that makes sense for that style.
In-apps are gr8, the only problem is that the app must be developed rly good (if not excelent i.e. nice in-game economy) to encurage ppl to use them. Freemium FTW!
I would love to move to IAB but I already have a paid/free app combo in the store. That would just be another app to maintain
Sent from my Nexus 4 using xda app-developers app
Just to say, Google Play bans ALL apps with in-app purchase here.
Besides, I can't but any apps in GP.
What a shame, Google.
F2P is here to stay
When you look at the top grossing list on both Google Play and iTunes you will see that, in fact, free-to-play titles make more money than paid titles. Of course, market for premium titles will still exist, especially for high-quality utility apps but in games F2P is dominating and, I think, this trend will continue.
As you experienced yourself, this model is super-convenient for players, you can test a game and, if interested, pay for additional items, etc. The only one thing which is tricky is keeping balance, ie. not making a game pay-to-win.
Last but not least, it's so much more exciting from a dev perspective to have 1 million of players enjoying your title than 10k Making money of them is yet another matter.
As a user I still like the idea of purchasing an app once and using it for as long as I like, but maybe I'm getting old...
I don't like the pay2play model, for example in real racing 3 you can only race a couple of rounds and then your car needs maintenance. This maintenance takes just long enough to hate it, but with in game coins you can make it happen instantly, which you can buy with real money.
The same goes for buying new cars: you don't make a lot of money racing so buying a new car takes ages (if you don't pay for quick maintenance that is) but you can again buy credits with real money to make it faster.
This probably makes for a continious money flow for the developers, but it annoys me; I would much rather just pay once and then play forever, and after that maybe pay some more for some dlc or something, but i don't like paying just to keep playing...
I don't mind what model developer choose. But I'm really disappointed by the lack of proper filters in Google Play. Free and Payed is not enough! It's cheating that demo or IAB applications are listed together with really free applications. There should be at least third category, which would gather demo, IAB etc apps - apps that aren't fully free. I would also love to have "open source" category.
Google's IAB is simple to implement in the app/game, but it has a huge disadvantage: if no server verification was implemented, then it is very easy to automatically hack IAB, there are many hacking tools available. Server verification is not an easy to implement. At least, a dedicated server is needed + experience in server programming.
IAP is good, but takes work
I have deployed apps with both IAP as well as the free/paid model.
IAP allows a single app with combined ratings and DL count (and free apps get more casual attention)
IAP takes more work - code, testing, and setup in portal
Paid apps on different app stores are easy. IAP solutions from each app store are not compatible with each other.
I plan to use IAP as the primary model on my next app (as well as ads), with no paid version. We'll see how that goes. I decided to try subscriptions, which is a tougher sell.
For a first app, however, the free/paid model may be much easier for many devs. Just hit a switch to show the no-ad layout (or whatever other features the paid version has) and dump the separate apk up on Google Play.
BTW I blog on ad networks and Android app stores at http://www.projectjourneyman.com. I created a report with charts showing my experience with a paid app as well as a free app w/IAP on Amazon and Google Play (plus paid app on Nook). Getting it signs you up to my email newsletter, but you can unsubscribe right away if you want
As a user I agree with an earlier poster that a once off fee for a full featured product is the most satisfying.
The biggest problem is IAP is that it needs to be very well implemented and generally this is not the case. More often than not it becomes a pay to win scenario which is just silly.
Too many games entice you to make a payment and then you feel you've been robbed as there was little value in the purchase.
I understand it is a good business model to get money from your hard work as a developer but personally I find it almost unethical. It becomes a little like gambling where games are addictive and require you to keep feeding in money to continue playing. This is not dissimilar to the pokie machines (aka slot machines) which are a very political issue here in Australia. I can imagine this pricing model in mobile games also becoming a political issue for similar reason if it is not self regulated by developers.
Also, hacking IAP apps is often pretty easy to do to avoid payment so this model is not immune to piracy.
Developers who depend on freemium might find their market drying up when their customers finally realize it's really a scam.
Im sorry for putting it this way but it's more honest to say so.
Freemiums are making money right now because of new smartphone owners who dont know any better.
But just like kids growing up, they will realize its better to buy outright a game than to keep throwing money into a game to get in game items just to play it well. It becomes pretty expensive later on.
The gold rush isnt going to last.
Here's my 2p's worth as a consumer, not a developer. The Freemium model is OK if its implemented correctly. Hill Climb Racing and Jetpack Joyride are two examples of what I believe to be decent titles. They're both so well made I have ended up spending real money on them both, not because I had to in order to progress or complete them (I'm looking at you Glu Games) but because I enjoyed the titles so much I wanted to play faster and support the developers. As for Real Racing 3, well I've got all the cars fully upgraded and I've never given EA a f***ing penny, nor will I.
There are limits.
I personally love the free / paid app model and almost all the tools and system apps I now use or have used were free versions I found invaluable and subsequently paid for. Hell, I've even bought 'Donate' versions that are exactly the same (Orux Maps) purely because the apps are that good.
Ultimately if people want to steal your work they'll find a way. Theft isn't going anywhere. But neither is the desire to reward decent work that is genuinely good value. I guess the way to get paid is to strive to create something of value.
bong4316 said:
Developers who depend on freemium might find their market drying up when their customers finally realize it's really a scam.
Im sorry for putting it this way but it's more honest to say so.
Freemiums are making money right now because of new smartphone owners who dont know any better.
But just like kids growing up, they will realize its better to buy outright a game than to keep throwing money into a game to get in game items just to play it well. It becomes pretty expensive later on.
The gold rush isnt going to last.
Click to expand...
Click to collapse
I do not agree, not all games use aggressive freemium model to milk the money from the users. In-app purchases are often used to buy additional unnecessary content (for example, extra levels) or to remove ads (because all free games are supported by ads). So the game just gives users a choice: either live with ads, or convert game into ads-free version.
nishyt said:
IAB is better, you don't have to maintain two different versions, its easy to set up. Also users can't cancel an order they make through IAB & its linked to their accounts. On a normal paid app you can copy the apk and cancel the order, making it easy to steal.
Click to expand...
Click to collapse
totally agree! IAP is much better!

[Q] Cost of developing and android app in Sweden

I am an app developer in Sweden and I've just recently been offered a freelance job to develop an Android app. The case is special because the client already has a template app and he needs me to customise it to his needs. Lets say that about 75-80% of the coding work on the app has been done. What would be a fair price to charge in this case? An idea about the cost, particularly in Sweden, would be much appreciated.

Want to promote app using only 10$ budget. Suggestions?

I want to promote my app but I only have a budget of 10$. I am not seeking to become flappy bird overnight, I just want to increase the number of users so my admob reaches its payout threshold earlier.
My app already has organic downloads with total installs being 1400, ads current installs being 170.
I have 2 options: Facebook and admob. I know that admob has a good reputation in the field but at the same time its cost for premium countries is around 1$ per click.
On the other hand, Facebook also seems pricey but it looks convincing due to the amount of users willing to (or tricked into) clicking on its ads, and I could also get organic downloads if I run the campaign right.
So what's your experience? Please share with me.
This is an area where many Developers struggle when it comes on to promoting their app. And there isn't really an easy answer.
There are many factors that runs with this; such as, the type of APP you are promoting, Target audience etc. But to answer your question blindly, is your Budget $10 per day or $10 overall ?, if it's overall, then I'd suggest using Google Adwords.. I tested them with a 19$ budget and I gained over 100 installs.
This is the app. All installs are organic.
https://play.google.com/store/apps/details?id=com.appsbyusman.simplecolorwallpaper
Which app did you promote? 100 installs for 19$ seems like a really good deal. Also, could you please tell me which countries you targeted? I want to target premium countries so i'll eventually get premium cpc from in app ads. But then I think that if i am earning at high cpc rates then i'll also have to pay for high cpc as well.
My budget is 10$ overall.
Hi everyone, if you are a mobile App Developer/ owner but looking for the best and easiest network to monetize or promote your app and make the most out of it,then worry no more. The best Mobile App monetization and promotion network i came across so far which even pays you $120 sign up bonus, instant approval and you can request payout for your earning anytime. The network is a mobile ad and pay per install network. When you sign up Today and activate their ad in your mobile App you will receive the $120 bonus provided your APP has generated only 1000 ad impression after joining the network,but if you are an Advertiser and only want to promote your App, then you will need to Deposit $100 to get $200 in total to promote your App. You can get your App install through promotion for as low as $0.05 per install. You can join the Network here mbsy.co/fvLtT

Help with decision monetization FYBER OR SUPERSONIC (IRONSOURCE)

Hey Guys,
We are small startup based on mobile games development, we would like to start monetizing via one of provided monetization platforms and their networks.
Some of our games will include rewarded video.
We are planning to get tones of views so important point for us is fill rate and completions.
Does their some big differences between supersonic and fyber? Which one should we use ?
Hi,
I work for ironSource Mobile, a leading advertising platform. We are experts at monetizing non-paying users.
Current publishers using our products include EA Sports, Zynga, Nordeus, GREE, LOVOO, Fingersoft, among other.
Our solutions generate substantial revenue for publishers by allowing users to earn your virtual currency in exchange for watching videos and completing targeted advertising offers from our top tier global advertisers.
I would love to learn more about your monetization strategy and talk further more about working together, as I'm confident we can help you increase your revenue significantly.
Feel free to reach out at [email protected]
albertos001 said:
Hey Guys,
We are small startup based on mobile games development, we would like to start monetizing via one of provided monetization platforms and their networks.
Some of our games will include rewarded video.
We are planning to get tones of views so important point for us is fill rate and completions.
Does their some big differences between supersonic and fyber? Which one should we use ?
Click to expand...
Click to collapse
Full Disclosure, I work with Appodeal, a programmatic mediation tool for developers.
Let me just say you need to broaden your considerations. Overall, Fyber, Ironsource (and MoPub), while popular, offer vastly similar technologies, relying on predictive algorithms based on historical data to ensure performance is optimized, and require ADDITIONAL integrations to support mediated partners.
With Appodeal, we do things a bit differently. Rather than relying on historical (an potentially irrelevant) data, our solution forces advertisers to compete, in real time, in bidding war for your ad request.
Also, everything is available under a single SDK/Account/Platform/Payment, so you're not managing separate adapters and accounts to actually mediate, as is the case with our competitors.
Overall, Appodeal technology can produce a 15% increase in revenues over other mediation providers, and we can save you more time with simpler integration and automated ad serving.
Feel free to hit me up via email, [email protected], or via Skype, christopher_jam, if you would like to know more. Happy to do provide a demo of the platform. Would be great to have the chance to check out some of your apps and recommend some user friendly ad strategies.
No matter what, best of luck!
Cheers,
Chris

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