I'm thinking about submitting my first non-free app to the store, so I don't have any experience in regards to monetizing. I'm leaning towards Ad supported. I'd like you to share your story and data. It doesn't have to be exact but info like what ad delivery system you use (iAd, AdMob...), how much revenue do you get from it (per month), how many downloads do you get (per month), and as it's relevant, what type of app is it (immersive, user spends more time using it vs utility, user uses it for short periods of time). I respect everyones privacy so feel free to divulge as much or as little info as you feel comfortable with.
Since it will be a game, a paid app might be a better choice. I was also thinking of using in-app purchase to either allow to upgrade to ad-free version, or to sell additional content.
Unfortunately, I don't have experience selling / developing games, but again, as a user, I'd much prefer to buy a full game up front than get a free one and have to buy extra levels and such.
Maybe someone with game developement experience could chip in on this one.
I'm thinking about submitting my first non-free app to the store, so I don't have any experience in regards to monetizing. I'm leaning towards Ad supported. I'd like you to share your story and data. It doesn't have to be exact but info like what ad delivery system you use (iAd, AdMob...), how much revenue do you get from it (per month), how many downloads do you get (per month), and as it's relevant, what type of app is it (immersive, user spends more time using it vs utility, user uses it for short periods of time). I respect everyones privacy so feel free to divulge as much or as little info as you feel comfortable with.
1. A single integration point to access 60+ ad sources including AdMob, iAd, DataXu, and Millennial Media
2. Consolidated reporting dashboard
3. A comprehensive SDK suite to deploy across multiple platforms
4. Easy, reliable payment and reconciliation
You might wanna check out Adwhirl.... It does exactly the same thing, and its run by Admob. I am currently using Adwhirl in the app I am building at the moment, and it only takes about 5/6 lines to implement, and its very customisable i.e backgroundColors text colors and where you would like the ad's to be displayed in your view.
1. A single integration point to access 60+ ad sources including AdMob, iAd, DataXu, and Millennial Media
2. Consolidated reporting dashboard
3. A comprehensive SDK suite to deploy across multiple platforms
4. Easy, reliable payment and reconciliation
Unfortunately, I don't have experience selling / developing games, but again, as a user, I'd much prefer to buy a full game up front than get a free one and have to buy extra levels and such.
Maybe someone with game developement experience could chip in on this one.
I'd like to take a jump on this one.
Let's start at the very top. To determine whether or not your app should be paid or free really depends on the type of app that you have and how successful you think it's going to be (I know that's vague, but I'll rephrase. how much "marketing you'll think you'll put into it.)
1) paid: If you're selling off your app for for a price, it kind of exempts you from placing any ads because your users will be expecting to have a clean game. If you go with this path, it might affect your initial sales unless you're a smash hit like angry birds.
2) free:
a.)There are a plethora of ways you can really begin monetizing your app if it's free. The most traditional way is working through a CPM network like AdMob or iAd. I would recommend using this when you start driving alot of traffic like angry birds where they have hundreds of thousands of people paying all the time. They can monetize well since they're getting paid every time they serve 1k ad impressions.
b.)If your game is social or has the ability to foster in-app purchases, I would definitely go with a pay-per-install network running parallel with itunes store. A simple glance at the top grossing list in the app store shows a ton of free apps that can monetize well off giving away a free app and allowing your users to purchase in-app items. If you foster a good app and get loyal customers, you'll be able to knock more than that initial $0.99 out of them to maybe $3-5 dollars (just an example, probably more.) If you take a look at some of the most effective social games with the highest revenue, you'll notice they all foster some sort of a PPI network running parallel to itunes, whether it be FarmVille, GodFinger All-Stars, Tap Zoo, etc.
I guess I should also take some time to explain what Pay-Per-Install really is. Pay-Per-Install is a new monetization method that allows your users to "earn" your in-app goods by downloading advertising applications that are displayed in your app (they appear at the time of transaction.) Once your user downloads a sufficient amount of free apps and gains enough credits, they can essentially gain your in-app purchases for free (in the monetary sense as they'll be downloading free apps.) You can run this parallel along side itunes so there really is no downside. You're just adding an alternate method of payment to your customer which is a big convenience.
If you want to pick at my brain some more in terms of monetization, especially with integrating a PPI network, you can catch me on skype at: (awestonlin) or shoot me a PM.
Hope that helped but of course, take it with a grain of salt.
Happy Developing!
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Once Co-Founder/CEO @ G6pay, now @ LVL6 Games.
@ LVL6 | follow me @awestonlin
Last edited by awestonlin; 01-13-2011 at 04:02 PM.