Admob ecpm really low (FR/EU) - Mobile Ad Networks

Hello guys,
i have an android app with ~ 0.30-0.20 ecpm, with admob only, in google play shopping category.
1 472 995 printing the last month (90% in France).
Their is a banner at the bottom of the screen, no interstitial.
My ecpm is very low since the new year (0.22 - 0.18).
Did you have the same problem in France or EU ?
Have you got some hint to increase that ecpm ?
Wich network is really effective in my country ?
I heard about mobFox, is that really good for mediation with admob sdk ?
Thank you

I have eCPM $0.49 in France for a banner ad.
You need to add at least one more ad network via AdMob mediation and Select "Optimize AdMob Network" to maximize total revenue. The real-time eCPM will be used to automatically position the AdMob Network in the mediation stack.
I am using Facebook Audience Network, it has $0.42 eCPM for banner ads

Forsbit said:
I have eCPM $0.49 in France for a banner ad.
You need to add at least one more ad network via AdMob mediation and Select "Optimize AdMob Network" to maximize total revenue. The real-time eCPM will be used to automatically position the AdMob Network in the mediation stack.
I am using Facebook Audience Network, it has $0.42 eCPM for banner ads
Click to expand...
Click to collapse
Hi Forsbit,
Thank you for the answer, i will try to integrate FAN.

Abalone49 said:
Hello guys,
i have an android app with ~ 0.30-0.20 ecpm, with admob only, in google play shopping category.
1 472 995 printing the last month (90% in France).
Their is a banner at the bottom of the screen, no interstitial.
My ecpm is very low since the new year (0.22 - 0.18).
Did you have the same problem in France or EU ?
Have you got some hint to increase that ecpm ?
Wich network is really effective in my country ?
I heard about mobFox, is that really good for mediation with admob sdk ?
Thank you
Click to expand...
Click to collapse
Hey Dude!
1) The problem of lower eCPM at the beginning of year seems to be common for major networks. Usually it's connected with the advertiser's budgets. Most money were spent by the end of last year and the budgets for '16 are planning and setting in the beginning of the year. I think that performance will get better by the end of feb- beginning of march
2) I haven't seen your app, but anyway i wouldnt recommend banner ads and that's why: small banners are quite disturbing and look terrible in games. If you have a game - the best format is rewarded videos, it's a king's move cause it helps to monetize more users and make them loyal. People watch ads and get their bonus/reward/skin or coins. All are happy and eCPM is higher. BUT if u have a utility app, for instance, banners might work, but their eCPM is still not the best. From this point of view i'd stick to relatively new native ads. They look really natural and corresponding to the app's interface. That provides higher eCPM.
3) The most obvious hint for higher eCPM is to spend your app's traffic effectively. The idea is to cover more networks according to definite priorities you have. Mediators deal with this, i've already tried some and all of them have strong and weal points.
3) I tried MobFox and it did't impress me at all. Complicated SDK integration, ****ty documentation and total absence of tech support. Still the numbers were better than HeyZap's. Also tried different manual settings of traffic waterfalls for different networks and it takes almost all the time. To my experience, the best solution for now is Appodeal. They cover dozen of networks in one account, providing higher eCPM because of auction-based algorythm.
4) Briefly about my experience. I have an simple arcade game, it's a kind of music clicker. To show ads I use Appodeal linked up with my AdMob account and it works perfectly. The geo are mostly: Mexico, Spain, France, Italy. In my game you can level up and unblock new tracks (music) for coins. So I'm using rewarded video at the moment (earlier I used unskip video and interstitials). Gamers can see the video when needed, so they could get coins. It's also cool to show rewarded video randomly (in fact with a balanced frequency), so that people would perceive them as a bonus, though they get the reward only after watching the video and it's all about psychology)))) All in all the average eCPM for video last week was $2-2.3 in the geo i mentioned. When i used interstitials, their eCPM was $1-1.2. And if you have a utility app, Appodeal also supports native ads and native video.

beetlebum77 said:
All in all the average eCPM for video last week was $2-2.3 in the geo i mentioned.
Click to expand...
Click to collapse
LOL, just doesn't heard anything about Appodeal, but looks really intersting. How long do you use it? Do they have any opportunity to launch cross promotional campaigns?
I have mostly the same GEOs in my app, right now I use Fyber for videos, but eCPM is much lower.

KoooperGames said:
LOL, just doesn't heard anything about Appodeal, but looks really intersting. How long do you use it? Do they have any opportunity to launch cross promotional campaigns?
I have mostly the same GEOs in my app, right now I use Fyber for videos, but eCPM is much lower.
Click to expand...
Click to collapse
i'm using appodeal for half a year and what really surprised me is that my revenue and ecpm remain quite stable. i mean that some networks like fyber tend to reduce performance in the app after several months in order to get more profit from a dev. appodeal's logic seems to be quite transparent and clear to me unlike fyber's or heyzap's. and yes, they do have an interface for cross-promo campaigns, works great.

beetlebum77 said:
i'm using appodeal for half a year and what really surprised me is that my revenue and ecpm remain quite stable. i mean that some networks like fyber tend to reduce performance in the app after several months in order to get more profit from a dev. appodeal's logic seems to be quite transparent and clear to me unlike fyber's or heyzap's. and yes, they do have an interface for cross-promo campaigns, works great.
Click to expand...
Click to collapse
Just signed up by the appodeal gonna add their sdk with the new update. will share the experience in this thread. Thank you for aiming.

Forsbit said:
I have eCPM $0.49 in France for a banner ad.
You need to add at least one more ad network via AdMob mediation and Select "Optimize AdMob Network" to maximize total revenue. The real-time eCPM will be used to automatically position the AdMob Network in the mediation stack.
I am using Facebook Audience Network, it has $0.42 eCPM for banner ads
Click to expand...
Click to collapse
Hi Forsbit,
did you use the fan adapter for admob provided here ? developers.google.com/admob/android/mediation-networks
Or an other ?
thank you

Abalone49 said:
Hi Forsbit,
did you use the fan adapter for admob provided here ? developers.google.com/admob/android/mediation-networks
Or an other ?
thank you
Click to expand...
Click to collapse
Yes, I am using adapter provided by admob.

0.6 - 0.8 FR
Forsbit said:
I have eCPM $0.49 in France for a banner ad.
You need to add at least one more ad network via AdMob mediation and Select "Optimize AdMob Network" to maximize total revenue. The real-time eCPM will be used to automatically position the AdMob Network in the mediation stack.
I am using Facebook Audience Network, it has $0.42 eCPM for banner ads
Click to expand...
Click to collapse
I have 0.6 - 0.8 for small banner in France, in general in EU around 0.65 (using appodeal mediation)

Robert_RT said:
I have 0.6 - 0.8 for small banner in France, in general in EU around 0.65 (using appodeal mediation)
Click to expand...
Click to collapse
Sounds good, btw did you try their native ads by chance? I'd be grateful if you could share some of your numbers for France

Try Heyzap

Abalone49 said:
Did you have the same problem in France or EU ?
Click to expand...
Click to collapse
I have the same problem in Poland. Since January payment per click is twice less than last year.

Abalone49 said:
Hello guys,
i have an android app with ~ 0.30-0.20 ecpm, with admob only, in google play shopping category.
1 472 995 printing the last month (90% in France).
Their is a banner at the bottom of the screen, no interstitial.
My ecpm is very low since the new year (0.22 - 0.18).
Did you have the same problem in France or EU ?
Have you got some hint to increase that ecpm ?
Wich network is really effective in my country ?
I heard about mobFox, is that really good for mediation with admob sdk ?
Thank you
Click to expand...
Click to collapse
In my app, i do not afix my banner at static position, each 5 days, i change banner postion to other ( top -> bottom, or bottom -> top ) with every change, ecpm increase about 0.2 to 0.6$
I can not tell why, but i readlly work for me

Hi,
I've publish my 1st app about 3 months ago, and the ecpm is almos 1.00 euro.
It is a static banner on the bottom, refresh rate is the default one : 60 s.
But I'm just at the beginning (small number of impressions), I may not have enough data for a relevant statistic.

Related

Admob Insane CTR and eCPM (anyone else?)

Hey guys,
On 6th of august, I released my first android application at google play. So far, it generated lots of downloads. Since the app is free to download I´m trying to make some money with admob. I´ve placed an ad banner at the bottom of the app, a small one though. I´m not forcing anyone to click on the banners and didn´t place it somewhere near to a button.
And now comes the thing: In admob, I have a CTR of ~9, and my eCPM is at over 3 USD. From what I heard from other developers, these values are insane, much higher than the average.
Now my fear is to get banned from admob, I´m even not figuring on the money anymore. By now, I set the refresh rate to 30 seconds which gave me a slightly lower CTR of 7.5 at least. But that doesn´t "solve" my problem..
Could you maybe share your experiences with admob´s CTR and eCPM?
Please note that my app is generating around 10 000 app impressions per day which results in around 900 clicks or so.
Forgot to add this screenshot: 250kb.de/u/130812/j/tUb3UOtWOoZw.jpg
Fer Dinand said:
Hey guys,
On 6th of august, I released my first android application at google play. So far, it generated lots of downloads. Since the app is free to download I´m trying to make some money with admob. I´ve placed an ad banner at the bottom of the app, a small one though. I´m not forcing anyone to click on the banners and didn´t place it somewhere near to a button.
And now comes the thing: In admob, I have a CTR of ~9, and my eCPM is at over 3 USD. From what I heard from other developers, these values are insane, much higher than the average.
Now my fear is to get banned from admob, I´m even not figuring on the money anymore. By now, I set the refresh rate to 30 seconds which gave me a slightly lower CTR of 7.5 at least. But that doesn´t "solve" my problem..
Could you maybe share your experiences with admob´s CTR and eCPM?
Please note that my app is generating around 10 000 app impressions per day which results in around 900 clicks or so.
Click to expand...
Click to collapse
that's really insane, CTR of 9! I think that your users are very excited about ads haha. I think that the reason it maybe the low number of users but this still a lot haha. Do you have a good retention ratio during the time? it's very important to keep users for long terme. I think that it will decrease by the growing numbers of users. I wish you to keep these insane numbers and make more profits :good:
I suggest you use several Ad networks to improve your earning and reduce the risks.
One day, I got banned for no reason and lost an $300. I tried sending Google my appeal but the result was just as people said: there was no reply or explanation. $300 is not cancer so i'm still optimistic but the incident made me wonder: "should I always depend on Admob?".
So I decide to combine several Ad networks. It works. And I realize something about Admob:
Pros: It is reliable and has huge users database. Admob is backed by Google - a prestigious corporation who tracks every steps of anyone who use its service.
Cons:
- Its eCPM is low (I don't know exactly why but everytime I try another Ad network, they outperform Admob in terms of eCPM. I guess that Admob know it has advantages over competitors when it comes to reputation and users database, so It charge advertisers and publishers more)
- Its ban users more frequently. (Some of my friends' accounts got banned because Google thinks they was cheating, while infact he didn't. It was very difficult for him to reach Google support to recover his accounts).
after combining Admob and with Airpush, Leadbolt, StartApp, ChartBoost, I end up with Adsota - a lesser known ad network. Adsota is an has much higher eCPM, 100% fill-rate, variousa ads format, and swift payment. You can find it by googling "ads.appota".
Best of luck, mate!

[Q] Proper way to do Mediation on Android

Hi Guys,
I have been using Admob for half a year and I'm about ready to start mediation to protect myself in case I get banned. I have been looking at MoPub and I tried to implement Admob with it and it just didn't work. So I came to this forum to ask all of you what is the best way to do mediation on Android. I have global audience (80 percent from US, 20 percent from the rest of the world).
Thanks!
Hey.
I had the same problem and I just added admob and mopub to my app. I uses a web database to configure which ads the app would load. On app start I would check the database and question it which ad I should show. After this I just loaded either mopub or admob
We enabled AdMob's mediation a few months ago, started with an extra account at Millenial Media in an attempt to increase prices, but so far it kinda falls below our expectation. Fortunately enabling AdMob's mediation is painless, integrating the MMSDK took only a day of work so it's not a lot of lost time either.
Booink said:
We enabled AdMob's mediation a few months ago, started with an extra account at Millenial Media in an attempt to increase prices, but so far it kinda falls below our expectation. Fortunately enabling AdMob's mediation is painless, integrating the MMSDK took only a day of work so it's not a lot of lost time either.
Click to expand...
Click to collapse
I can confirm: adding mediation didn't increase my revenue. I think mediation is not for small companies and indie developers, it is for big companies, when each 0.01$ in RPM is critical.
Mikhail77 said:
I can confirm: adding mediation didn't increase my revenue. I think mediation is not for small companies and indie developers, it is for big companies, when each 0.01$ in RPM is critical.
Click to expand...
Click to collapse
Hmm I read mixed results here, some say It worked for them fine. Maybe give it some time.
I think, if you choose right ad networks for mediation, it will work perfectly. First it should be some premium network and second network will take care of the rest...

Monetizing Android Game

I have a game that has reached 7000 Daily Active Users and is growing. The game is similar to "Flappy Bird" or Ketchapp games, and in each session users press "Play" 12 times in average. In the last day they pressed Play button more than 150'000 times.
I've thought of putting an interstitial every 5 games, what will mean 30'000 impressions per day.
Most users are from the US, Germany and the UK.
What way/network you recommend for monetizing, and how much money do you think I may do?
Someone has the same kind of game?
I suggest adding several ad networks via some sort of mediation solution (like AdMob or Mopub) in order to maximize eCPM
I use AdMobg. Facebook Audience Network, Amazon, Mopub, inMobi and Millennial Media in a solitaire game and get eCPM around 8$ on interstitials
So if you get similar eCPM in your game you can earn about 240$ per day.
Forsbit said:
I suggest adding several ad networks via some sort of mediation solution (like AdMob or Mopub) in order to maximize eCPM
I use AdMobg. Facebook Audience Network, Amazon, Mopub, inMobi and Millennial Media in a solitaire game and get eCPM around 8$ on interstitials
So if you get similar eCPM in your game you can earn about 240$ per day.
Click to expand...
Click to collapse
Hi Forsbit, and thanks for your answer. I've finally put the ads in my game, AdMob ones, and I'm getting a eCpm or $2.2.
I've seen the mediation feature in AdMob. Can you tell me a bit how it works? Does it choose the best paying ad for each impression? Or it's not that intelligent?
And about Facebook Ad Network, the users need to have Facebook app installed, right? How do you show those ads only to users who have Facebook?
Thanks again for your help.
In AdMob mediation you set up what is called "waterfall". You manually set eCPM for each ad network being mediated, and then the network with the highest eCPM is called first, if there is no ad, then next ad network according to eCPM value is called and so on.
In AdMob there also a feature "optimize AdMob network". If you turn it on, then AdMob will try to serve an Ad with higher eCPM at each level in your "waterfall". So I'd say AdMob is half intelligent in a way so it does not dynamically constructs your entire waterfall to get you highest paid Ad from all networks. It only dynamically tries to outmatch other networks with its own ads.
Facebook will figure out by itself to whom serve ads
Forsbit said:
In AdMob mediation you set up what is called "waterfall". You manually set eCPM for each ad network being mediated, and then the network with the highest eCPM is called first, if there is no ad, then next ad network according to eCPM value is called and so on.
In AdMob there also a feature "optimize AdMob network". If you turn it on, then AdMob will try to serve an Ad with higher eCPM at each level in your "waterfall". So I'd say AdMob is half intelligent in a way so it does not dynamically constructs your entire waterfall to get you highest paid Ad from all networks. It only dynamically tries to outmatch other networks with its own ads.
Facebook will figure out by itself to whom serve ads
Click to expand...
Click to collapse
Thanks for the explanation, it's very clear.
eCPM with only admob has grown to around $4 these days so I'm pretty happy with it, I'm limiting the numbers of impressions to get only good reviews for now.
Anyway I want to try mediation, can you tell me more or less the order of the networks you said by eCPM?
Enviado desde mi SM-G920F mediante Tapatalk
I am not mediating chartboost, I show it at the start up of the game. eCPM is ~$8
For interstitials with Admob mediation FAN gives ~$4 and AdMob ~$8, the MoPub and InMobi are ~$1, millennial is below $1
For the type of game you have it makes sense also to try rewarded video ads. I.e watch a video to revive character or double rewards.
I recommend admob...
Sent from my M2 using XDA Free mobile app
Try admob and get help from Google admob team
soylomass said:
I have a game that has reached 7000 Daily Active Users and is growing. The game is similar to "Flappy Bird" or Ketchapp games, and in each session users press "Play" 12 times in average. In the last day they pressed Play button more than 150'000 times.
I've thought of putting an interstitial every 5 games, what will mean 30'000 impressions per day.
Most users are from the US, Germany and the UK.
What way/network you recommend for monetizing, and how much money do you think I may do?
Someone has the same kind of game?
Click to expand...
Click to collapse
Hey man
I have a couple of similar games, these are simple clickers on Android, the first one is about bodybuilder that pushes dumbbells, the second is a kinda of lumberjack simulator. Main GEO is USA.
Interstitials is a good idea, i think that if your avg session is 12 «Play», showing interstitials every 5 games is more than adequate frequency =) BTW if you have a system of bonuses, like coins that allows gamers to get different characters and skins - rewarded video would be super cool. It’s the most profitable format, so you can show it randomly each session, so that users could get free coins for video view. I’m using both these formats through Appodeal, which is the best network i’ve tried for the last year. It provides access to many networks, and makes them to fight against each other. Last month my eCPM for interstitials was about $5 and for rewarded video $4,5. I earned $4,5k for march and had around 900k impressions.
As for estimating revenue its a complicated question. As i understood you app is growing, so you need to understand how many ad impression can you expect. It also depends on the app itself and ad format/placement.
soylomass said:
I have a game that has reached 7000 Daily Active Users and is growing. The game is similar to "Flappy Bird" or Ketchapp games, and in each session users press "Play" 12 times in average. In the last day they pressed Play button more than 150'000 times.
I've thought of putting an interstitial every 5 games, what will mean 30'000 impressions per day.
Most users are from the US, Germany and the UK.
What way/network you recommend for monetizing, and how much money do you think I may do?
Someone has the same kind of game?
Click to expand...
Click to collapse
Appnext specializes in mobile game monetization. They offer native ads, interstitials, app walls, video ads
I think that Admob is the best AdNetwork NOW!

Ad Networks

What ad network do you use to monetize your app?
Revtop media can help you if you are looking to monetize using ads. [email protected]
op27b2012 said:
What ad network do you use to monetize your app?
Click to expand...
Click to collapse
Admob - my primary network.
Amazon - good, but only for US.
StartApp - Ads for all countries, but most antivirus ad.
MobFox - fill rate is dramatically low. I stopped to use.
op27b2012 said:
What ad network do you use to monetize your app?
Click to expand...
Click to collapse
1) AdMob is the biggest and most reliable one.
2) Appodeal, it's a programmatic mediation, so it covers several networks at a time. I'm also using AdMob through Appodeal, this allows to max revenue alone on AdMob 20-30%. The platforms itself makes networks to compete each other and chooses the best bid for ad impression.
3) Startapp. Also use it through Appodeal. They have very cool ads, rather creative.
4) MobFox - tried it for a while, and it's really ****ty. Except low fillrate you get huge SDK and dumb instructions.
BTW, @ScottRev which ad formats do you use?
Check out Facebook's Audience Network
Asmok78 said:
Admob - my primary network.
Amazon - good, but only for US.
StartApp - Ads for all countries, but most antivirus ad.
MobFox - fill rate is dramatically low. I stopped to use.
Click to expand...
Click to collapse
You can also check out Facebook's Audience Network on some case studies and learn about amazing revenues that publishers are receiving with people targeting.
Asmok78 said:
Admob - my primary network.
Amazon - good, but only for US.
StartApp - Ads for all countries, but most antivirus ad.
MobFox - fill rate is dramatically low. I stopped to use.
Click to expand...
Click to collapse
Appnext, ios/android oriented, focusing on mobile apps and gaming apps, also started offering video ads
Admob (very good)
Avocarrot (low earnings but good)
Hi from HyperAdx
Hello, my name is Katerina. I represent Hyper Ad Platform.
op27b2012 said:
What ad network do you use to monetize your app?
Click to expand...
Click to collapse
Ping me for help
admob
Sent from my LENOVO A760 using Tapatalk
If you want to use one ad network you probably should try Admob. In the most cases it really plays better than the others compared face to face. But having installed only one ad network you will definitely lose some impressions, as they can't guarantee you 100% fill-rate. You should take at look at mediation services, which aggregate the best demand offers from multiple ad networks, perform an auction between them and put the most profitable ad in your app. I’d recommend to try something like Appodeal.
Hello, have you heard about Tappx? They pay in CPM and have a cross-promotion platform to exchange inventory with other developers to get users for free.

Which is the best Mobile App Monetization ?

Hi guys , i just release a game on playstore and appstore , i have ad from Admob ,
I read on the internet that the best way to increase your revenue is to put in your game more that one ad network , it's that true ? if yes , please tell me , which is the best ad network
Thanks
Have a great day
There really is no "best" network. All ad networks have their ups and downs. They'll have a good campaign, then it will end, then later they'll get another, and so on. It's best to have multiple networks and mediate them. That way you get the benefit of the ups, and can mitigate the downs.
Using Enhance, you can now integrate all of the services that providers offer without ever having to touch an SDK again. With little to NO coding at all and without touching source code, Enhance® is the easiest way to integrate 3rd party services into your project or to keep them up to date. (Ads, Mediation, Analytics, Attribution, Crash Reporting and more) No more SDK integration!!!
Implement & update multiple SDKs in a few simple steps with Enhance : https://goo.gl/LUjTLt
marwa90 said:
Hi guys , i just release a game on playstore and appstore , i have ad from Admob ,
I read on the internet that the best way to increase your revenue is to put in your game more that one ad network , it's that true ? if yes , please tell me , which is the best ad network
Click to expand...
Click to collapse
The best you can do is ad mediation. This allows you to integrate several ad networks in one SDK.
You also want to think about which ad formats are you using when choosing which networks to activate. Take a look at Appodeal's Performance Index on ad networks by country and device to get a better idea of what works best.
I can make it for you [emoji120]
Sent from my iPhone using Tapatalk
Better to have more than 1
marwa90 said:
Hi guys , i just release a game on playstore and appstore , i have ad from Admob ,
I read on the internet that the best way to increase your revenue is to put in your game more that one ad network , it's that true ? if yes , please tell me , which is the best ad network
Thanks
Have a great day
Click to expand...
Click to collapse
There's a lot of great ad networks out there each with their own advantages and disadvantages. it all really depends on your type of app and what your goals are.
Admob are great for global fill and can pretty much give you close to 100% of all your ad inventory. But there are ad networks that will give you maybe 60% but at a higher CPM rate. Rather than using one or the other, use both.
60% filled from the higher CPM network then fill the 40% using admob. Same fill as you were getting before but more revenue. So yeah, have more than one ad network.
I do agree with yvonne. and maybe consider a mediation platform. That way you have the choice of using multiple ad networks and they will be able to advise on what ad networks would be the best.
If you want, I can have a look at your app and offer some advice.
Peace,
Thelap
marwa90 said:
Hi guys , i just release a game on playstore and appstore , i have ad from Admob ,
I read on the internet that the best way to increase your revenue is to put in your game more that one ad network , it's that true ? if yes , please tell me , which is the best ad network
Thanks
Have a great day
Click to expand...
Click to collapse
of course the best way for you is add a bunch of SDKs, make a waterfall and optimize the performance of all this stuff. Or you can simply use some mediation network, which will do all of this for you.
But it is also good to keep in mind, that most of your traffic will be, basically, stolen, your app hacked and ads removed or replaced by other ads. That's sad but true. That's why I would recommend you to check out Addvertize - this is a technologically cutting edge new project that is focused not only on serving best performing ads, but also on protecting your apps from any interference, plus on a smart monetization of additional 3rd non-google play party traffic, which might be actually huge.

Categories

Resources