It is difficult to characterize the benefits of some ad types by “eCPM” alone.
I’ll give you an example - if you are talking about eCPM for an interstitial ad - the eCPM BETTER be 4-5 times better than for banner ads !
In fact if the eCPM is equal to banner ads - you are doing WORSE with the interstitial.
The reason is that the interstitial is presented much less often - and at great disturbance to the user.
The eCPM makes sense when one discusses a similar format - for example comparing banner ads - that are refreshed at once per 120 sec or 60 sec.
Even when you present banner ads at different frequencies i.e. once per 60 sec or once per 120 seconds the eCPM figure starts to be skewed.
For example if you just show an ad from one company throughout the day in your banner ad space - at once per 120 sec (2 minutes) and get an eCPM of $X per 1000 impressions, then compare that to when you switch to refreshing at once per 60 seconds -you can see that your impressions will DOUBLE. The question is, will users also DOUBLE their clicking of your ad if it is flashing more often ? Probably not - so your revenue does NOT double by presenting the ad 2x times more.
The result your eCPM drops by half - because revenue is same or nearly same throughout the day, but the impressions delivered were double.
eCPM = revenue/impressions
So your eCPM will become half what it was.
It is clear that eCPM is NOT the only indicator to look at.
For interstitials - you will get opportunity to present them even LESS times during the day (during pauses in the game play etc.). If banner ads deliver N impressions during the day, then interstitials may deliver 0.25 x N impressions (i.e. 1/4).
So you can see if interstitials had same eCPM as banner ads you would get total revenue for that day that was 1/4 of the banner ad revenue.
Banner ad revenue is very low - so you can see that for interstitial or such formats to actually earn you significant money - they HAVE to have a eCPM figure that is VASTLY greater than that for banner ads.
When people are talking of eCPM for icon ads - what are the “impressions” here ? That icon is just sitting on the home screen. One can argue any advertiser talking about an “eCPM” figure in such cases is bullshitting you.
The best judge of how a different ad format performs is to actually use it and see how much revenue it will deliver during the day.
eCPM are inappropriate comparisons even when comparing banner ad performance (if you compare 60 sec refresh times with 120 sec refresh times) - and is even a worse indicator if you talk about interstitials (i.e. the eCPM figure quoted better be 10x more than for banner ads) - or icon ads or even notification ads.
The reason notification ads did well - as many developers have said they got good revenue from that - was because they ran ALL DAY regardless of whether you were running the app or not. This means while for most ad types you get opportunity to display an ad DURING game play - with notification ads you were crossing the boundary - out of the game app - and into the phone so it became part of the phone user’s life outside the game as well.
This is the reason why many people hated this format - and why those who didn’t mind it probably didn’t understand what was going on - and prior to Google changing the rules - most users may not have been able to identify WHICH app was responsible for the notification ads - i.e. general mayhem.
So this is the reason - I think it is more clear to think about the time your app is in front of users - and in that time what type of revenue each type of ad format can deliver.
Hope this helps.
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I was looking at GetJar recently. The way it works is you have a GetJar Rewards app (available on Google Play) installed.
In your app, you tell the user to earn credits in the GetJar Rewards app and then spend them in your app to unlock features.
You earn credits in the GetJar Rewards app by browsing for and downloading apps that are featured - you get 10 coins for any app - and 15 or more for some that are “featured”.
If you choose an app - it gets downloaded through Google Play - and once detected as installed, GetJar Rewards adds that to your credit.
So it becomes like a bank account or wallet - which you can then use on any app which has enabled GetJar credit etc.
Somehow Google is allowing this - as it is similar to incentivized installs - which was banned by Apple. GetJar is a silicon valley firm backed by some famous VCs - so hopefully they have done their homework - in their FAQ they point out how their system is different from incentivized installs or at least does not go against Google Policy - because they don’t encourage an alternative market - but point to Google Play to download apps.
HOWEVER, this is depriving Google of revenue - in the sense that it enables an alternate payment method - not based on cash - but on work done by the user. When a user pays your app 100 coins, the developer gets $0.9 (at least that’s what a slide there said).
Now 100 coins is quite an effort - would require about 10 apps be downloaded.
BUT perhaps Google may allow this if they themselves realize how slow they are in rolling out the merchant solution to more countries. While Apple IS allowing developers from those countries.
In addition there is a big chunk of Android users who cannot pay or DO NOT want to pay - now become a famous stereotype that Android users hate ads but hate paying even more.
So it can be argued that EVEN if a developer has the option to do paid apps - STILL on android it is not an optimal solution.
GetJar mentions this as well - in the examples they give - for Guitar: Solo they said it got 10M downloads but very little from the paid version. But after using GetJar they 4x their revenue - i.e. 3 coming from GetJar and 1 from GooglePlay.
I liked the GetJar concept - but their implementation is very weak - that is the GetJar app is slow takes a long time to load (shows a blank screen while doing that). Generally very little directions given to the user (not even a “loading data” type of prompt). And the app uses big icons needlessly and the background of their app is white all over. Plus their payment screen is confusing - with not enough emphasis given to the balance the user has - on some screens you cannot even see the balance (which should ALWAYS be shown on all screens in GetJar Rewards).
In addition, once you download an app - GetJar remembers that - and you will not get paid for downloading it again later (even if you have uninstalled it) - which is designed to prevent abuse - but is something wrong with that. In any case, why do they SHOW these apps in the Gold Rewards section if they are not going to pay anything (i.e. they start to show “Earn 0”). What’s the point of that ?
I would prefer if the AppBrain people had done something like this - they make clean minimalist stuff.
By the way GetJar is not generally known as an advertiser - but as an alternative app store - so in a way they are similar to AppBrain - would not be surprised if AppBrain also did something like this.
Unless there is something wrong with the GetJar model - i.e. can get banned etc. by Google eventually.
I’ve looked at a few apps that implement the GetJar - in fact most of the apps listed in their store are ones which seem to include GetJar payment - example:
Guitar: Solo Lite
Hill Climb Racing
Cut and Slice
And the implementation of GetJar is kludgy - i.e. it is presented on screens which take ages to load (if you are not on wifi) and give no feedback about what is happening. And their dialog boxes are not well designed i.e. confusing - should show the user gold coin balance all the time at the top etc. but show it in the same font.
Anyway … is an interesting alternative.