I am currently adding admob banner to my IOS app. I have already used aduinitID for my bannerView. But I haven't distributed the app yet .When I was testing on real device and simulator, without any doubt, Admob didn't count my request for these banner.
But How can I make sure that when I release the app they would count it for me .
How will admob detect when my app gets online . Or is there any step that I have to do in advance, or when my app is confirmed that it was approved by apple to notify admob that my app is on store?
By the way, how much money in dollars do I get when displaying banner and Interstitial when using admob? And how much when user touch on the banner .
In addition, can I create several bannerViews but just only lay them on the same position on my Viewcontroller? The point is to increase request in the case displaying banner to make profit.
Statistics admob can greatly delayed. (up to several days), you add your device as a test. Or turn on the test mode in the display.
No steps there. Everything will work out.
0 you get for views. Price per 1,000 views - an exemplary figure income for 1000 shows on the basis of the activity of your users (clicks). You get only for clicks. The price depends on the country the user of the month (advertising budget changes), the time of year, the data about the user, even a lot of things ...
Can. The truth is your application will dislike and hate.
In addition, SO not the place for such matters.
Related
I have a trending game, currently 2nd most downloaded in my AppStore, it uses banner ads by AdMob at the bottom of the screen, but the thing is very VERY few ads are showing (probably shown to 4-5% of the users who play the game)... I mean so few ads are showing that even the app was initially rejected by Apple because no third party ads where shown as stated in the App submission... Is this normal? How do I fix it? I see that it earns some cents so you can tell ads do show up although obviously not enough no earn even a dollar a day.
Any help please?
Edit: statistics just came out:
Estimated earnings
€0.45
Impressions
51,556
Request RPM
€0.01
How should I read this data?
Add some other ad networks and use Admob to mediate between them. This will increase the number of ads available to your app and ensure you always serve up the ad that provide the best value to you.
Hi I am a new iOS developer with my first app in the App Store implementing iAd. I have been watching the iAd console that displays my revenue for each day and total revenue. My question is, why might my total revenue be going down even though the average eCPM has not gone down since I last checked. I had more money.yestersay than I do today according to the posted total revenue and was just curious if anyone could fill me in? Thanks !
I currently have an app with iAd in the App Store too. I never really got into the reason for some changes in eCPM but I noticed that at the end of the day it seemed like I got the same amount of money as the days before. I guess apples system is not always as precise in this things. I would suggest you to just wait and see if everything comes back in place. :)
Can we add multiple banners over each other within the same view controller?
It's technically possible, but is it legal for us to add several AdMob or iAd banners over each other in the same view controller so we can earn more money?
Is it possible, yes. Will it make you more money, no. The revenue generated per an impression of an ad is a fraction of the revenue generated per a tap on an ad. In addition, the iAd network will not like your app requesting numerous ads repeatedly and will in turn lower your fill rate. I would imagine AdMob has similar safeguards in place to avoid scenarios like this. As far as legal, I'm sure it would violate both Apple's and Google's TOS if you were to implement this.
You will get yourself kicked out of the Admob program permanently really quickly.
It's against Googles Terms of Service.
You earn money for clicks, not ad displays.
Google can detect this. They know what the click through rate for apps and ads should be. If your app displays 8 times as many ads as anybody else or more clicks or less clicks, their automated computers will detect it and you will be kicked out, no money for you. Don't mess with Google - if you are kicked out there is no way back in. It is permanent.
I have implemented iAd into my iOS application but this is my first time using it so I have a couple of questions.
Note: I have tried to find answers to all these questions but I'm not sure about the accuracy of answers on forums from 2011.
How does Apple define an impression for iAds? So, is there a sort of time frame which has to be met for an impression to count? I think I read 30 seconds somewhere but I'm not sure if this is accurate?
I only have a single ViewController in my application. I am using SpriteKit so everything is screens are changed my presenting new SKScene objects. The application starts with the ViewController presenting a scene. Since my ad banner will only load once (at the start of the app), does this mean I will only get one impression each time someone opens my app (please say no)?
Where can I find information on eCPM, CPC, and stats of the sort? I couldn't find anything in the iAd Apple Documentation. Again, I only have varying numbers I got off of old forums.
How do I decide what kind of advertisements to integrate? Right now I only have a single ad banner. Am I limiting myself with just an ad banner?
Is there any source that would have information on how revenue works with iAds?
I'm unable to find detailed and reliable information pertaining to your questions.
My answers are based on my experiences with iAd.
An impression, I believe, is counted if your application requests an ad and loads its successfully. The 30 seconds you're referring to is the refresh rate at which another banner ad will be requested. For example, ad requested>ad shown>30 seconds have passed>request another ad>show new ad>30 seconds have passed>repeat...
I'd imagine this ad banner is shown throughout your app so it will refresh with new ads as I mentioned in answer #1. Each new ad will count as another impression.
All of these stats and many more, minus CPC, are available through iTunes Connect. There is a link to iAd once you've logged in.
This is up to you. You could integrate interstitial ads, which are full screen ads, in addition to banner ads. Interstitial ads usually have higher eCPM rates so there is more potential for increased revenue, but they come at the cost of being highly invasive and annoying to users.
This question is very vague. I can tell you that iAd pays 70% of its revenue to developers. Besides that you may want to check out this mass amount of information.
I have been reading The Business of iPhone and iPad App Development: Making and Marketing Apps that Succeed (http://www.amazon.com/Business-iPhone-iPad-Development-ebook/dp/B004TMNSJK/ref=sr_1_2?ie=UTF8&qid=1340317546&sr=8-2&keywords=marketing+iphone+apps). The book is a little old (about a year at this point, which is a long time considering how long the app store has been around).
The book claims the Apple's iPhone development guidelines/rules state that an app must be fully functional. The book says that because of this rule, a "free" or "lite" version of an app cannot display buttons that appear to be functional but, when clicked on, prompt the user to purchase the full version of the app. For example, imagine a GPS app that has a button labeled "Give me turn-by-turn directions as I drive". If you click on the button, it just pops up a dialogue that says "Buy the full version to unlock this feature". According to this book, that app would be rejected by the Apple review team.
I have an app that allows users to download extra content with an in-app purchase. I would like to display the content as "grayed out". If the user clicks on the locked content, I want to display a popup that tells them how they can get the additional content. According to the book, this behavior will be rejected.
However, since this design is so important to my app, I've spent some time reading through all of the iPhone app guidelines, including the In-App Purchases guidelines, and I have found NOTHING that leads me to the conclusion that this sort of behavior is not allowed.
Since the app review process is currently sitting at about a week, I don't want to lose a full week of app purchases because of a rejection for this. Has anyone ever heard of this rule, and if so, can you please point me to it?
Thank you.
I had a "Free" or "Lite" app recently submitted (and accepted) to the App Store, where some UITextFields were greyed out and when touched, a UIAlertView was displayed . I don't know if this would be acceptable with buttons but it seems like more or less the same thing.
I think the book is probably right. Please check this link or read below.
The two most common reasons for application rejection are issues with core functionality and crashing. Core functionality encompasses the belief that customers rightfully expect all the features described in the marketing text and release notes to work as described, and likewise that all the buttons and menu items within the application will be fully functional (i.e., no grayed out buttons or notifications that a feature will be implemented later). Before you submit your app for approval, make sure that every aspect of your application is fully functional and that the marketing text and release notes correspond to the end user experience.