How To Monetize Your App Using In-App Surveys - Mobile Ad Networks

Mobile monetization is one of the key issues app developers face in today’s mobile world. As apps’ visibility become more and more hard, developers are looking for new effective ways to monetize their apps through different monetization strategies.
One of the most widely used strategies is monetization through ads and as Steve Jobs said once, “Mobile Ads suck”. Unfortunately this is widely accepted by big brands as true. Different ad platforms are suggesting several units such as banner ads, interstitials, video ads, offer walls and others. Developers are usually confused on what ad units to use or from which ad platform, but what they really care at the end of the day is to make money out of their app without loosing their users by compromising user experience.
As seen in a survey of 5,000 mobile users by Pollfish, people are generally annoyed by the current different ad formats that overwhelm an apps’ user interface, sometimes placed in a way to force users to click on them. Most of current ad units engage user with the ad taking him away from the app rather than keeping him engaged with the content of the app.
The market would be served well by a new interactive monetization format that can revolutionise the way mobile developers make money out of apps at the moment and introduce something more appealing for both developers and app users.
Introducing monetization with surveys
Monetization with surveys is one of the new innovations in the mobile app monetization landscape.
How does it work?
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At Pollfish we provide a DIY survey tool on our website that anyone can quickly sign up for, select an audience, create survey questions, pay and then start receiving results from the network in real time. The platform distributes these surveys to thousands of mobile apps that have integrated surveys as a monetization solution. App publishers are paid for each survey completed in their apps.
How does it look?
When a survey is available, the user is prompted by an in-app indicator to see if they would like to take part to a survey – and are rewarded for doing so by being entered into a drawing for a prize. Gifts are provided by the platform and are usually gift cards. Users can choose not to participate, or close the survey at anytime. In either case, everything will disappear from their screen, and they return to their in-app experience.
If a user decides to take a survey, they start by answering a series of questions that are presented in a mobile-optimized way. There are several types of questions including Single Answer, Multiple Answer, Rating Questions, Open-Ended, and Ranking – type. You can even insert images for participants to respond to. Once the survey is completed, users can optionally enter their email address to get informed if they win. Winning users are notified of the outcome on the day of the drawing.
Key value propositions
There are several value propositions for using surveys for monetizing mobile apps:
For users:
It’s a new interactive format, different than ads.
Users are highly engaged in-app, as they get to share their opinion and participate in interesting surveys. It’s not like boring ads made for the masses, where clicking takes you to another website or to download another app. Some surveys are more fun and engaging, particularly when the user can see their responses as compared to others – this increases the completion rate, and likewise, the app publisher’s revenue.​
Users participate in drawings and can win gifts
Users who participate in surveys have the opportunity to win gifts in drawings – simply by​ sharing their opinion.​
For publishers:
Users stay within the app
Users never leave the app. Once a survey is completed, users continue with the current flow of the app interface. This is perhaps, the biggest differentiator with classic advertising, where users who click on an ad are taken to a website or get redirected to download another app – with no guarantee they come back. This way publishers loose customers.​
Surveys pay up to 20x more than classic advertising networks
Publishers are paid per completed survey. It’s a CPA model where the action is a survey completion. Payouts for surveys are quite high and at Pollfish for example, surveys pay up to 20x more than classic advertising networks.​
View attachment 8873 View attachment 8874​
There are 2 types of surveys
Basic surveys pay minimum $0.30 per completed survey and this price can go up to $2 per completed survey (it’s a shared revenue model)
Playful surveys are usually small image question surveys that pay a fluctuating price depending on survey length. Average payouts on these surveys are $0.08 per completed.
Publishers have to change nothing in the UI of their app
With surveys, everything is rendered as an overlay so publishers don’t have to change anything in the UI of the app. With most advertising solutions, a space in the UI of the apps needs to be allocated by publishers in order to render the ad units (for example with banner ads). However with surveys, since everything is displayed as an overlay, no changes are needed. Integration therefore becomes simple and takes less than 2 minutes since it requires only one line of code to activate surveys.​
When a survey is completed UI stays clear of ads/surveys
Users are eligible for one survey per day in order to ensure quality of the results and user experience. Therefore, once a survey is completed everything disappears from the UI of the app and user can continue with the flow of the app free of any ads or surveys. Moreover, when no survey is available nothing is shown within the app, as surveys were never integrated in the app before.​
You can read full article here

I saw the Unity sdk, does this pass the Apple and Google review process ?

Crichton333 said:
I saw the Unity sdk, does this pass the Apple and Google review process ?
Click to expand...
Click to collapse
Hello @Crichton333 Pollfish is fully compliant both with Google Play and AppStore policies. It is live in more than 8k Android and iOS apps out there and is working smoothly without any issues on these stores for more than 3,5 years! if you have more questions or concerns feel free to drop me an email at [email protected], I will be happy to help!

Related

Mock Up Appstore for Ubuntu Phone (Work in Progress)

Hi,
I have done some mock-ups of a software store on Ubuntu Phone OS.
Hope you like the screenshots
The only feature that works though is software update button and it just runs a apt-get upgrade.
I was wondering whether there were any development groups for Ubuntu on this forum that I could be a part of?
Anyway... let me know what you think of my work-in-progress software center
Available Software
my-cloudspace.co.uk/36jrgfjAcjY17y4/Available%20Software.png
Installed Software
my-cloudspace.co.uk/Aq1O822UT3ExE7s/Installed%20Software.png
Update Software
my-cloudspace.co.uk/NT2n5v3Ebp849NT/screenshot.png
I havent done ten posts so you'll have to manually view the images...
I have brought a domain called elbuntu projects (elbuntu is my display name on Skype) I will put my projects there over the next week.
Looks real good.
Thanks for the feedback.
Of course it need search, categorises and things but this is a good start.
If your want to show Canonical your work and help with the development
of the real software center you should submit this on the official mailing list.
I am planning to do this when I have perfected the designs... I am implementing the search as we speak and also want to have a app description page with reviews etc... Then I am going to submit the first designs to the mailing list.
Nice. Have a thank!
Sent from my Samsung Galaxy Note II LTE GT-N7105 using XDA Premium HD
elgunvo,
I strongly urge you to subscribe the Ubuntu-Touch mailing list and contact the core app development team if you have not already done so. Volunteering to help with the development of the "Ubuntu-Touch Software-Centre" will quickly get you the contacts who are running those efforts. https://launchpad.net/~ubuntu-phone and scroll down to "Mailing List"
Also: https://wiki.edubuntu.org/Touch/Contribute
To see what happened with a developer, who was started to creating their own Music app, follow this thread from the mailing list. It ended up as a good news situation for all involved.
https://lists.launchpad.net/ubuntu-phone/msg00744.html
In general there are issues with "perfecting" your design in relative isolation. The Core Developers are encouraged all devs to post your interface designs on line so that your product is both consistent with the Ubuntu-Touch interface and takes full advantage of it.
The best way to do remote, collaborative UX Design:
http://www.balsamiq.com/products/mockups/mybalsamiq
Examples: https://ubuntu.mybalsamiq.com/proje...sessionid=492036AAA24CBDF5C84D8CC364C67588-n2
From the UDS (Ubuntu Developers Sessions) "Ubuntu Touch Core Apps Project":
http://summit.ubuntu.com/uds-1303/meeting/21616/appdev-1303-coreapps/
At ~38:00 is an important design process review by one of the core app development team.
At ~46:30 Wire-frames creation tools used by the core app developers
2) The state of the Ubuntu-Touch Software-Centre is very much in flux. It has not actually been decided as of this week's UDS if debs alone will be used for installations, file system location for app installs (likely /opts) and how Ubuntu-Touch apps will integrate with the Ubuntu's current desktop Software-Centre. It was mentioned a number of times, by the SDK lead, that he felt debs had unnecessary overhead for the installation of apps on devices with limited CPU and power consumption concerns. Within their tight time frames debs maybe their only option.
3) Heavily stressed in the UDS SDK sessions were:
a) Due to the current dynamic nature of the Ubuntu-Touch APIs stick with pure QML as much as possible to reduce the amount of rework you would need to do.
b) At this time cross-compiling C++ apps are problematic with the current SDK
UDS: Ubuntu SDK Tools (this whole video is worth watching as you gain a lot of incite into the current state and direction of Ubuntu-Touch development)
http://summit.ubuntu.com/uds-1303/meeting/21625/appdev-1303-ubuntu-sdk-tools/
I hope you find this information helpful.
Doug
Looks very simple and clean, but at the same time it still retains the theme of Ubuntu touch, I love it,
This looks like something that should already exist
Great work, but please share it with Ubuntu community so your proposition could be taken into account for creating complete app market look
Available Software
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Installed Software
Update Software
Posted the images for the OP
PHONE SLOW CLICK ME?
_____________________________________
"Waiting 4 s4......"- TingTingin"​
You may find this relevant.
Extend interoperability between Ubuntu devices further by making the "app store" on Ubuntu phones simply a mobile Software Center:
"As much as the Ubuntu team wants to make Unity work on ALL devices and make all apps conform to the same pattern, using different app stores for different devices is only going to hurt the Ubuntu team in the long run. If there's one OS for all, then there must be one app store for all.
The Ubuntu Software Center is the perfect app store in itself. So let's embrace it no matter what the form factor."
https://blueprints.launchpad.net/ubuntu/+spec/ubuntuphone-s-mobile-software-center-form-factor
3DSammy said:
You may find this relevant.
Extend interoperability between Ubuntu devices further by making the "app store" on Ubuntu phones simply a mobile Software Center:
"As much as the Ubuntu team wants to make Unity work on ALL devices and make all apps conform to the same pattern, using different app stores for different devices is only going to hurt the Ubuntu team in the long run. If there's one OS for all, then there must be one app store for all.
The Ubuntu Software Center is the perfect app store in itself. So let's embrace it no matter what the form factor."
https://blueprints.launchpad.net/ubuntu/+spec/ubuntuphone-s-mobile-software-center-form-factor
Click to expand...
Click to collapse
Thats what I want to do. There are no plans on creating a QML front end on the phone at the moment so I wanted to start it off. No doubt they would have been doing this sooner or later. I am just trying to push it along.
The other thing is that my software will actually use the same methods used in the Ubuntu Software Centre to install apps and to remove them, The software update section on the software centre I made would combine the Software Update app with The Ubuntu Software Centre app thus getting rid of the need for two apps
BTW, I submitted my idea to the mailing list a while back with new designs but still haven't got a response back. I hope at least i am on the team when they decide to do one
elgunvo,
I also made a post on the mailing and in the IRC #ubuntu-touch channel and did not received a response.
I have been reviewing the majority of videos from last week's UDS (Ubuntu Developer Summit) and have gleamed some information you may find relevant.
1) The number of challenges just to complete designs, implement, integrate and have a half decent "production" version for the "phone" form factor release of Oct 2013 (v13.10) is mind boggling.
2) They are desperate for the developer community to add apps and take charge. You may even be allowed to lead an effort if you heavily coordinate with the core-app-team which is currently focused on other priorities. I suspect to a certain extent due to bullet point #3 below.
See: https://wiki.ubuntu.com/Touch/Contribute for contribute advise.
3) The state of distributions for device images and even the application file system layout is still in flux. So application installation will be problematic (shift sands) for at least the next several months. Likely no earlier than May 2013 which coincides with the "alpha" or as it is also called the 13.05 release of Ubuntu-Touch.
4) During the UDS session it was mentioned that ALL the Ubuntu-Touch sub-projects are tracked through on-line blueprints on Launchpad which are accessible by the public.
You may be interested in the following information from UDS:
"App Development Community Growth":
http://summit.ubuntu.com/uds-1303/meeting/21615/appdev-1303-app-development-community-growth/
Check around the 27:00 mark for the mention of an app contest
Check around the 27:50 mark for the mention of an App developer week for app devs to learn about writing apps and the platform
Also "Ubuntu SDK Days is an online event on Thursday, 14th March and Friday, 15th March where a number of app developers and Ubuntu SDK creators will get you started writing apps for Ubuntu on multiple devices. ":
https://wiki.ubuntu.com/UbuntuSDKDays
If you cannot watch the videos live they will be available for viewing after the event just as the UDS sessions are on YouTube.
3DSammy said:
elgunvo,
I also made a post on the mailing and in the IRC #ubuntu-touch channel and did not received a response.
I have been reviewing the majority of videos from last week's UDS (Ubuntu Developer Summit) and have gleamed some information you may find relevant.
1) The number of challenges just to complete designs, implement, integrate and have a half decent "production" version for the "phone" form factor release of Oct 2013 (v13.10) is mind boggling.
2) They are desperate for the developer community to add apps and take charge. You may even be allowed to lead an effort if you heavily coordinate with the core-app-team which is currently focused on other priorities. I suspect to a certain extent due to bullet point #3 below.
See: https://wiki.ubuntu.com/Touch/Contribute for contribute advise.
3) The state of distributions for device images and even the application file system layout is still in flux. So application installation will be problematic (shift sands) for at least the next several months. Likely no earlier than May 2013 which coincides with the "alpha" or as it is also called the 13.05 release of Ubuntu-Touch.
4) During the UDS session it was mentioned that ALL the Ubuntu-Touch sub-projects are tracked through on-line blueprints on Launchpad which are accessible by the public.
You may be interested in the following information from UDS:
"App Development Community Growth":
http://summit.ubuntu.com/uds-1303/meeting/21615/appdev-1303-app-development-community-growth/
Check around the 27:00 mark for the mention of an app contest
Check around the 27:50 mark for the mention of an App developer week for app devs to learn about writing apps and the platform
Also "Ubuntu SDK Days is an online event on Thursday, 14th March and Friday, 15th March where a number of app developers and Ubuntu SDK creators will get you started writing apps for Ubuntu on multiple devices. ":
https://wiki.ubuntu.com/UbuntuSDKDays
If you cannot watch the videos live they will be available for viewing after the event just as the UDS sessions are on YouTube.
Click to expand...
Click to collapse
Thanks for this info. I will check the videos out tonight and hopefully start a small, organized community of developers who will help me to add the extra apps to Ubuntu Phone.
Your install button look like it's already pressed btw, nice design, like it !
New UI
Hi All,
I have done a better ui for the App Store.
Youtube Video of the UI can be found here:
http://www.youtube.com/watch?v=MqzlF8qPTy8
Hope you like it and feel free to give suggestions
elgunvo,
Watched the video and really like the direction you are taking. I am also glad you are coordinating with the Canonical developers.
This looks great.
This looks awesome!
Sent from my Nexus 7 using xda app-developers app

Sammi's Marketing Guide

Hello folks!
I wrote this guide to help the many app developers out there who are looking for help with how to 'properly' market their apps to achieve their individual goals, be it maximising profits, awareness, market share and so on.
What's extremely important that needs to be realised is that marketing isn't only about advertising or promoting an app, but rather covers a whole range of aspects that may not seem very obvious at first. A brief description of these are listed below:
Product - The actual product that the consumer will have, in this case, your app
Pricing - The appropriate pricing strategy for your app
Promotion - How you will inform and persuade the consumer to download your app, either for free or for a price
Place - Also known as Distribution, this deals with how you get your app to your customer
What will be covered?
We will be covering both the pricing and promotion strategies of marketing your app. The reason we won't be talking about the product and place is because you've probably already got your app that you want to be marketed already developed and at hand, and the distribution channel will more likely than not be the Play store. The other reasons is that the success of your goals through marketing is largely dependent on the pricing and promotion of the app, especially in the mobile app market. I've seen plenty of apps that have so much potential, but are hindered and held back by the lack of appropriate pricing strategies or exposure to the consumer, thus hopefully I'll be able to help out a little in those two departments
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Pricing
Pricing largely consists of a base pricing method, and then fine turned with a pricing strategy.
Pricing Methods
Generally, there are 3 main pricing methods
Cost-based (mark-up) pricing - Simply putting a price that will cover the costs/effort of the development of the app and an additional amount that will provide a satisfactory profit margin. In our case, depending on how much time/effort/money you've spent on your app, you solely base the pricing on how much you think you deserve for your app. In all honesty, this wouldn't be the most smartest choice, especially for apps that have alternatives that are superior or free, or both. Even for apps that may one-of-a-kind or has a major differentiating factor that makes it stand out, a price tag alone may be enough to stop potential customers from downloading the app.
Market-based pricing - Putting a price on your app determined by the interaction between levels of supply and demand - whatever the market is prepared to pay. This may be quite hard to implement without proper market research, which will be expensive or time-consuming, so unless you are a big company, or are willing to fork out a bit of cash to conduct market research, this may not be a good starting point.
Competition-based pricing - This is probably the most common method of determining a price of an app. It's setting a price according to the prices of your competitors. However more likely than not, the most common price of your competitors is $0, and this is most likely the case for apps that have many similar alternatives on the market. However, this doesn't mean that you have to make your app free. Do a Play store search for 3rd party launchers, and you'll see lists of successful apps that are priced similarly and despite the price tag, still garner tens of thousands of downloads and purchases.
Pricing Strategies
Depending on your source, there will be a varying number of pricing strategies, but the main ones are:
Price skimming - This occurs when you charge a very high price for your app. Generally, this is used as a way of conveying a 'prestigious' and 'high class' image of a product, and in the case of apps, truly does not work. In fact, such a strategy for an app may even result in an unfavourable image of the developer. As 'The Most Expensive Journal' puts it, "the practice should be considered digital begging.".
Price penetration - Introducing an app for a low price (including free), building up market share and/or a customer base, and then hopefully introducing a paid/donate version. In all probability a more realistic approach that many developers take, it is probably the smartest and most appropriate pricing strategy that will not only get you that all-important customer base, but also a profit. Be extremely aware though, of having the appropriate balance of free/paid features - no one will buy an app if the free version is lacks the necessary room for testing and trialing, and having a trial app that basically does everything a paid version means that any profit will entirely be based on the goodwill of your customers.
Loss leader - Unlike for businesses, there isn't really much difference between this and price penetration for apps, because they both essentially do the same thing in actuality, that is, introducing an app at a low price (including free), and then garnering as much market share and customer awareness as possible. The only theoretical difference between price penetration and being a loss leader is that the latter approach is taken in hopes that the customer will download or purchase your other apps. However as already mentioned, in reality these theoretical terms won't actually matter because they both do the same thing.
Price points - This applies to in-app purchaes, such as upgrades in games. It basically means setting key prices or price points for the 'upgrades' or purchases in your app/game, an example being having certain 'upgrades' costing $0.50, a higher tier for $1.00, an even higher tier for $1.50 and so on. This is good at 'luring' your customers to purchase more and more 'upgrades' in your game because you start off with a really low price point, and then consistently increase the subsequent price points. Be mindful however to not go overboard with it, such as $1, $150, $300 etc. but common sense would have probably ruled that out already.
Promotion
There's a quite common misconception among many people - a misconception that promotion is the same thing as advertising. However in theory, promotion encompasses advertising to also include relationship marketing, sales promotion, and publicity and public relations.
Advertising
This is probably the aspect that many developers focus on nowadays - having as much flashy images as possible in order to raise awareness and achieve downloads.
Youtube - Youtube is a great way of advertising your app, its features, as well as creating a connection between you and the customer through dialogue. As DoubleP90 says, "watching a short video is way better than reading something, and as always if it's enjoyable it will be shared by people.". People are also more inclined to watching a short video that conveys information visually and aurally rather than reading paragraphs. Advertising in video form will also, more likely than not, provide more information about your app in the same time as a person reading your preamble and going through the help section and all that.
Ads in online magazines and subscriptions - Try to find online magazines and subscriptions that have an audience you think will be interested in your app. The great thing about this method is that your app will be given access and exposureto an already established target audience. Contact online magazines and subscriptions to see if they're willing to put have a banner of your app somewhere in their medium, either for free or a price. For example, if you have a children tracking app, find an online magazine/subscription geared towards parents.
Web ads on sites - Another way of providing exposure to your app, it'll be a good idea to find a website that has the same target audience as your app, just like the online magazines and subscriptions covered previously. There is not point in advertising your elementary spelling game on a website for the aurally impaired.
Direct marketing - This is an approach where you directly approach potential customers offering information about your app. Again, be smart with your time and efforts when choosing potential customers of your target audience. Forums are a good place to start, but be aware that this may create an unfavourable image of you and your app for many people
Relationship Marketing
This is more important than many perceive it to be. In our case, this involves keeping your app users up to date with the latest happenings regarding your app such as future updates, invitations for testing and suggestions, and so forth. It's main focus is to develop a long term relationship with your users through customer satisfaction. It provides a win-win situation where your customers are happy with your app and are more inclined to purchase more of your apps, and you get those all important ratings and profits from the additional sales as a result of customer loyalty. I've known and come across apps that excel in this area, as well as those who leave their users in the ditch and run with the money. How would I know? By simply glancing at the app comments on the Play store. This is probably the most important medium of feedback for you developers, so make sure to regularly check up on it and respond to user concerns.
Sales Promotion
Sales promotion is the use of activities or materials as direct inducements to customers, and aims to:
Entice new customers
Encourage trial download/purchase of your app
Increase sales to existing customers and repeat purchases
Sales promotion is primarily used in a complimentary way to increase the effectiveness of other marketing activities such as advertising. Examples include:
Discounts - Pretty obvious what this one is all about. If you have a paid app, you may want to consider having a promotional discount for a limited time to draw in customers to your app. Big companies do it all time with those $0.99 app sales in the Play store, and they do quite a good job at enticing customers to purchase your app, especially if they're going for pennies.
Premiums - Basically giving customers something extra for their purchase. Usually running for a limited time, you may want to reward all your first-week sales customers with a free download of another paid app, or an extended subscription period for apps like Evernote.
Refunds - Part of the purchase price is refunded back to the customer for a limited time. It's basically another method of discounting apps. Can be used in conjunction with coupons or vouchers.
Free download or trial - This is the most common way of promoting an app, and is used by small time developers and big corporate companies. It may be the best way of promoting an app, as potential users are more inclined to download an app that's free than purchasing a trial version, although this may not necessarily be the case for every app.
Publicity and Public Relations
Theoretically, publicity is any free news story about your app and:
Enhances the image of your app
Raise awareness of your app
Highlight the app's favourable features
Thus from the list, it's quite an important aspect of marketing to gain as much publicity as possible. Usually bigger companies have more ease in this department than small-time developers as they already have a substantial exposure and market share (Eg. Do a youtube or google search on Google Keep and see for yourself). So what does this mean for you guys? Try to contact possible outlets that have the same target audience as your app. tlovidiu has a list of sites that review apps for free.
Public Relations are the activities aimed at creating and maintaining good relations between you the developer and your customers. This can be done by donating part of your proceeds to charity, such as what Swype is doing, or not having any ads in your app, or at least, not having air-push ads (trust me, they get on everyone's nerves). Regarding ads, make sure you don't cross the line separating reasonable ads in your app and ads that literally pop up every 10 seconds, because the latter will most likely result in an uninstall, a bad Play store rating, and a 1 kilometer virtual radius from all your apps.
...aaaannd Bob's your uncle
Hopefully I helped out a bit. Any suggestions or fixes are welcome. If you would like to know a bit more, make sure to check out DoubleP90's "little guide to promoting your app"
Ciao!
Very well written article that covers pretty much everything. Thanks for sharing.
one question
Direct marketing - This is an approach where you directly approach potential customers offering information about your app. Again, be smart with your time and efforts when choosing potential customers of your target audience. Forums are a good place to start, but be aware that this may create an unfavourable image of you and your app for many people
Click to expand...
Click to collapse
what makes you say that?
out of ideas said:
Very well written article that covers pretty much everything. Thanks for sharing.
one question
what makes you say that?
Click to expand...
Click to collapse
People may find direct private messages advertising apps to be somewhat similar to junk mail in your mail box
Sent from my LT29i using xda premium
SammiSaysHello said:
People may find direct private messages advertising apps to be somewhat similar to junk mail in your mail box
Sent from my LT29i using xda premium
Click to expand...
Click to collapse
oh yeah i would if my mailbox starting filling up with junk. lol.
i was thinking you just meant having a thread in general. not so in your face direct.
Well done, mate!
Great reading.:good:
Great article
Great job :good:

[Q] Android App Marketing

I recently published my first Android game on the PlayStore and on Androidpit.
Its called "Strategic Labyrinth".
Do you have any tips to become more popular? I already have a Facebookpage, a Youtube gameplay,etx.
Thanks in advance
Luk4sproductions
Luk4sproductions said:
I recently published my first Android game on the PlayStore and on Androidpit.
Its called "Strategic Labyrinth".
Do you have any tips to become more popular? I already have a Facebookpage, a Youtube gameplay,etx.
Thanks in advance
Luk4sproductions
Click to expand...
Click to collapse
Well...Android app marketing trends are changing every month. I have written some post based on my past experience and analysis @ http://www.creatiosoft.com/forum/showthread.php?tid=202 ....This post includes steps which we should follow before launching or publishing your app in play store. Apart, from I have written post on Post Launch Marketing strategies also... May be this can help you out!! :victory::victory:
I published recently my first app as well - Easy Bookcase and for the moment it's a complete failure. I can't get even 5 downloads It's less than a week since I've published it and there are many similar apps out there but I was more prepared for people not liking it rather than ignoring it :silly:
Does anybody know how the search results on the marked are sorted. I've added enough keywords but my app is on page 20
hpgenie said:
I published recently my first app as well - Easy Bookcase and for the moment it's a complete failure. I can't get even 5 downloads It's less than a week since I've published it and there are many similar apps out there but I was more prepared for people not liking it rather than ignoring it :silly:
Does anybody know how the search results on the marked are sorted. I've added enough keywords but my app is on page 20
Click to expand...
Click to collapse
You can follow some steps make your app visible on play store..Well..its a long list..I have concluded my analysis and experience on android app marketing at my forum CreatioSoft Forum ....May be this can help you out...In-case, you are still facing problem please let me know...
hpgenie said:
Does anybody know how the search results on the marked are sorted. I've added enough keywords but my app is on page 20
Click to expand...
Click to collapse
Google uses a lot of data for the Google Play Search.
You can use some standard SEO.
Moreover, the following variables are also tracked and used by Google Play:
Installs
Long installs
Uninstalls (negative impact)
User interactions (achievements, leaderboards, ...)
Unfortunately, you cannot control directly those 4 parameters. Google uses that to promote quality.
---------- Post added at 08:21 PM ---------- Previous post was at 08:15 PM ----------
I recommend the video Getting Discovered on Google Play from the last Google I/O.
Everyone that publish an app on Google Play should watch it.
There's a lot of precious information, and Google doesn't communicate frequently on this subject!
Thank you all. That's definitely a useful information to begin with.
App Marketing
Luk4sproductions said:
I recently published my first Android game on the PlayStore and on Androidpit.
Its called "Strategic Labyrinth".
Do you have any tips to become more popular? I already have a Facebookpage, a Youtube gameplay,etx.
Thanks in advance
Luk4sproductions
Click to expand...
Click to collapse
USe an App Launch Service..
Hope That Helps Regards
Exchange Reviews with other developers
Another way is to Exchange Reviews with other developers and a site to do so is:
SITE: AndroidKi[.] com
Give it a Try!
I think you should visit www.techibiz.com for more app marketing strategies.
Sent from my GT-P3110 using xda app-developers app
You should have to do mobile app marketing to increase your mobile app online presence, which will definitely help you in generating downloads for your mobile app. Just share some detailed information with me, I will help you in doing mobile app marketing.
Send your details at my email.
Hi,
My team too has released Docu Scan app, a unique scanning app with password protection feature.
Though its a free app with in-app purchases and we are getting decent response, I am not very happy with the results.
We expected it to do much better than what it is doing at the moment. Can you guys try the app and tell me where we are lagging?
Thanks in advance
promote your app
Hello, guys
I do have some suggestions to promote your apps.
Here are some suggestions I read from a post recently, I think it will be helpful for you guys.
1 Optimize the app title and keywords. When people are looking for apps in app store, they prefer to search some keywords like shooting game, office software and etc. Optimize the title of your app’s title and description is the first thing you should do after you have developed your app.
2 Make an explainer video for your app. Making an explainer video is a very cost and effective app marketing strategy, because it constantly increase the conversion rate of your app. 70% of people prefer to purchase or download app after watched a video, they are also more satisfied than those who didn't. Because a video could give the user an effective preview of the app, to help they understand an app before they actually own it. There are many great app explainer video service providers such as Appgovideo.com, Appegges.com and etc.
3. Start a blog. This is free and quite effective as well. You may announce and update the news of your app, your company and your team in your blog and you will be able to build great publicity for your own organization. The reason is simple, every people love stories.
wish to get more suggestions from you guys!
This class teaches you how to build your first Android app. You’ll learn how to create an Android project and run a debuggable version of the app. You'll also learn some fundamentals of Android app design, including how to build a simple user interface and handle user input.
Before you start this class, be sure you have your development environment set up. You need to:
Download the Android SDK.
Install the ADT plugin for Eclipse (if you’ll use the Eclipse IDE).
Download the latest SDK tools and platforms using the SDK Manager.
Super Wilmer going libGDX **JAVA** Devs
Here is a link for the Exlipse ADT http://developer.android.com/sdk/index.html
I might suggest building your framework to be portable to iOS, and HTML5. I've started porting the Super Wilmer Project to libGDX, so that it will automagically port to these other platforms. If you are a JAVA dev here is the link http://libgdx.badlogicgames.com/
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Here is my title
We are a small two man indie team, and this isn't your regular platformer, we think we've built something really unique here.
Creator: Wilmer Studios
Description: Super Wilmer is Mario Bros meets Angry Birds with unique gameplay elements and smooth intuitive controls...classic platformer action with a twist! Help Wilmer the Raccoon jump, sling-shot arrows and collect treasures across three worlds and dozens of levels. With multiple weapons, enemies and a dynamic environment, grab as many coins as you can as you help Wilmer jump and run though 3 distinct worlds.
Download free on GooglePlay: https://play.google.com/store/apps/details?id=com.superwilmer
YouTube video: https://www.youtube.com/watch?v=aBdpaXMnCtk
Rating Exchange
It possibly not the best way to promote your app, but it can help you to catch a couple of possitive rates of your game and boost it up to the top of your category. Also a good description, screenshots and logo can help. Here is our. When we have been created a screenshot we think that it should be colourful and eyes pleasing. Here we go...
You can try reviewmyap.com
Help pls!
trandung1983 said:
You can try reviewmyap.com
Click to expand...
Click to collapse
I was trying reviewmyap.com - its not working. I cant understand how to use it. Can you help?
Free marketing is a drop in the ocean of ad-based installs
Sadly, there aren't too many free tricks one can use to make the app more popular. There are millions of apps and games, and reviews are not working so well. People are just not going to the web to search reviews to decide what games to download, especially since the majority is free anyway.
This is why the app review and discovery service XYO had to pivot, because despite huge PR efforts they did not get enough traction to help users discover apps on the web. Users discover apps by looking at the top 10, 20 maximum top 50 games and choose what they want to play.
So, if you need to get some money to market your app through advertising. Here is what you can do:
1. Decide what country will be your first market. Make sure it is a "wealthy" but relatively small country (try Scandinavia maybe or Switzerland). Do not launch in more than one app store and in more than one country. Concentrate your budget in one place.
2. Estimate how many downloads you need to get to the top ten. People will tell you that your CPI should be around $1,2 but it is long and hard journey to get there, so initially you are looking at $2-$4 per install, unless you get yourself a deal with fraudsters which will sell you dead users on a CPI basis.
3. Multiply how many downloads it takes to get to the top 10 by the cost of install. Plan to stay there for a week, or two, before organic installs (1-4 times of paid installs).
4. Start making money in that country and build up capacity to move on to the next geography.
Then you have to optimise on what ads to use. Banners suck, native interactive, video ads are all the buzz and they show more conversions (up to 5 x for native ads). Check out our podcast (search for AppInTop on your podcast provider or TuneIn app) - we talk a lot about app advertising, native ads, interactive ads, fraud etc.
Hope that helps!
trandung1983 said:
You can try reviewmyap.com
Click to expand...
Click to collapse
This really works?
---------- Post added at 01:51 AM ---------- Previous post was at 01:43 AM ----------
tornadonoob said:
Sadly, there aren't too many free tricks one can use to make the app more popular. There are millions of apps and games, and reviews are not working so well. People are just not going to the web to search reviews to decide what games to download, especially since the majority is free anyway.
This is why the app review and discovery service XYO had to pivot, because despite huge PR efforts they did not get enough traction to help users discover apps on the web. Users discover apps by looking at the top 10, 20 maximum top 50 games and choose what they want to play.
So, if you need to get some money to market your app through advertising. Here is what you can do:
1. Decide what country will be your first market. Make sure it is a "wealthy" but relatively small country (try Scandinavia maybe or Switzerland). Do not launch in more than one app store and in more than one country. Concentrate your budget in one place.
2. Estimate how many downloads you need to get to the top ten. People will tell you that your CPI should be around $1,2 but it is long and hard journey to get there, so initially you are looking at $2-$4 per install, unless you get yourself a deal with fraudsters which will sell you dead users on a CPI basis.
3. Multiply how many downloads it takes to get to the top 10 by the cost of install. Plan to stay there for a week, or two, before organic installs (1-4 times of paid installs).
4. Start making money in that country and build up capacity to move on to the next geography.
Then you have to optimise on what ads to use. Banners suck, native interactive, video ads are all the buzz and they show more conversions (up to 5 x for native ads). Check out our podcast (search for AppInTop on your podcast provider or TuneIn app) - we talk a lot about app advertising, native ads, interactive ads, fraud etc.
Hope that helps!
Click to expand...
Click to collapse
Thanks for your advice, but I think that in order to make money with a game the first thing is the quality of that game. Before think about spend money to get downloads, have to test the acceptance of the game.
Also very interesting tips :good:
This works
LK Interactive Services said:
This really works?
---------- Post added at 01:51 AM ---------- Previous post was at 01:43 AM ----------
Thanks for your advice, but I think that in order to make money with a game the first thing is the quality of that game. Before think about spend money to get downloads, have to test the acceptance of the game.
Also very interesting tips :good:
Click to expand...
Click to collapse
I am working for a company . We usually follow this strategy when we want to target a continent in particular. We initially create an app for a specific region and then leverage that downloads and add support to multiple countries.

One Month With Ogury

Hi Am Paul, an indie android developer in Uganda,
Last month I received an email from a one, Adrian Williams, VP of publishing with Ogury Ltd. (ogury.co)
It's not your conventional Ad network, it shows an impression called a "recommendation". These are interstitials that are shown at the start of the app life cycle.
Since their implementation wasn't going to interfere with my already existing monetization schemes such as admob, i took the plunge. This was mid August, most of my traffic is from the US, India, Korea, Indonesia, combined EU in that order. I average 20,000 impressions on Admob daily. And have 40,000 people currently with one of my apps on their devices.
Their dashboard isn't the best and takes time to update itself.
So far they don't have a section where you can feed in your payment details. However within the first week of the next month, you're sent an email with a verified amount and you're asked to send them am invoice asking for the money and include your payment details.
And today (19th Sept) I received the August Earnings.
They have a minimum payment threshold of $50 and can pay via PayPal as well as bank transfer.
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"lightbox_share": "Share",
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I frankly didnt believe it all and didnt want to share anything here until i had actually received the Money.
So if you want to add a monetization avenue that wont affect your existing banners and interstitials, I believe this is worth a plunge.
Goodluck bros (and sisters, all 3 of you)
compatible with google policy ???
Hi Paul,
My big concern is that .. is ogury compatible with new google policies .
Sorry, I made an error, ads aren't shown outside the app itself.
They are shown at the start.
paulasiimwe said:
Sorry, I made an error, ads aren't shown outside the app itself.
They are shown at the start.
Click to expand...
Click to collapse
How nice that you created an account just to praise them.
Does anyone has reliable infos ?
I Know it looks bad but im a legit developer with apps on play store,
email me or go on hangouts for more info : [email protected]
Search for an app on Google Play called Image Converter made by dev called "Paul Asiimwe", check the info and you'll see that same email.
You can ask me all you want there.
After plenty of time, I can settle with my final opinion about Ogury, based on my personal experience.
Pros:
High CPM.
Easy to implement.
Nice staff.
Clean dashboard.
Low payment threshold.
Ads can be disabled by the user. A pro for user compliance (although the button to do so is quite hidden).
Cons:
Usually low fill rate, although there has been a short period with 100% fill rate.
Poor SDK. There's no pre-load. It may be updated in future though, I guess.
Requires heavy authorizations. Personally, about 20-25% of my users never accepted those new permissions and never updated.
Requires a background service. I wasn't running any service before and received some complaints by users who noticed the change.
Ads can be disabled by the user. Also a con, because fill rate is 0% now. Luckily, they can't do it easily - LoL.
Intricate procedure to ask for a payment (it's not automatic).
Hefty fee (14€ for me) on the bank transfer (you probably want to be paid via Paypal).
No one told me about the above mentioned things related to payments.
Payment was late and was received after a solicitation.
Based on this, if you chose Ogury I suggest to implement it before the launch, because doing it on the way may upset the user base.
After all, the revenue was very good and it's worth as long as you can find a way to keep users happy.
Hi Paul,
My concern is do they have fast supporting? And what about the time for approval?
Thanks alot!
TramPham said:
Hi Paul,
My concern is do they have fast supporting? And what about the time for approval?
Thanks alot!
Click to expand...
Click to collapse
I can tell that support is super rapid and there's no time of approval. I needed 1 minute to register, and 15 minutes to implement the code. Ads are instanlty live.
My concern is, what about the privacy policy we provide with our app ?
I think it had to be wrote somewhere that the ad network is collecting user datas.
What about other networks that specialize in the African continent like AdVine, Mobiclicks Direct, TwinPine, or Thumbtribe?

Appodeal Experience (vs AdMob)

A few weeks ago Appodeal approached my and told me about their platform, offering higher eCPMs, instant payouts and all the other benefits, you probably know the marketing stuff. After a bit of research I thought I could give it a try and implemented the Appodeal SDK.
Because a lot of people are trying to figure out if Appodeal is trustworthy (and performant), I thought I'd let you know my experience.
I am in no way related to Google or Appodeal, here's my dev account on Google Play: Steppschuh
Coming from AdMob
I do use AdMob in all of my apps and feel happy with it. Here's an overview of my AdMob revenue from the last 30 days, filtered by the app that I used to test the Appodeal SDK.:
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The drop at the end of June is where I rolled out the update with the Appodeal SDK, leading to less requests for AdMob of course. The remaining revenue after that point is generated by users that use other app versions. The average eCPM is at $1.85 (I use interstitial ad units only).
Switching to Appodeal
Account setup and SDK integration is straightforward, the Appodeal SDK for Android is very similar to the AdMob SDK. It took me just a few hours until everything was setup.
The reporting has a delay of only a few minutes, which is an advantage compared to AdMob. Here's an overview of the Appodeal revenue, generated by the exact same interstitial placement (I just swapped the ad request from AdMob to Appodeal):
So far, Appodeal is performing well (as of my understanding). Because their magic basically relies on ad mediation, I wanted to check which ad networks are outperforming AdMob here. I dived into the stats, just to find out that - surprise - AdMob is responsible for filling almost all the ad requests.
Because of AdMobs arguably low eCPM, I thought Appodeal would use AdMob as a backfill network only. But it turns out that the Appodeal in-house network can't serve a lot of ads yet (although they perform good).
Miscellaneous
The highly advertised "Immediate Payout" works fine (I used PayPal), but comes with a 2% fee. If you don't need the money, you can still wait for the regular payout, which doesn't contain any fee.
Appodeal offers a free JSON API that you can use for reporting to your own, custom dashboards.
You can't manually configure the accounts that Appodeal creates for you in the different ad networks. Personally, I think this would be really nice to have.
They have an affiliate program, so if you want to give Appodeal a try, please use my referral link: http://appodeal.com/+65e439ded9c0fadc41b8af37514f600a
If you have any questions regarding AdMob or Appodeal, let me know.
Admob vs appodeal
Hello,
Based on your experience which ad network do you think is better?
Narvin88 said:
Based on your experience which ad network do you think is better?
Click to expand...
Click to collapse
I think AdMob is the more solid solution to rely on, but I will keep using Appodeal in my app to see how they can increase my revenue over time. I feel like there's potential there.
Paulie Pham said:
I used to use Google Admob and it was really really tight in your CPM. It only pay you for the "real" click. Any click that is determined "unreal" by its filter will not pay. Besides, the more popular a service is, the more it will charge you. It makes sense to that Admob generate low eCPMs. I'm kind of frustrated with that. I also intend to try Appodeal until my friend introduce me Adsota. Now I switch to adsota and it works very well.
- Its CPI is reasonable
- It doesn't have the damn filter of Google
- 100% ads fill-rate (quiet sure about this because my friends use this too)
You can find adsota by searching "ads.appota". Good luck man.
Click to expand...
Click to collapse
I hope you guys noticed that this a fake profile created by Adsota. Look at this other recent posts:
http://forum.xda-developers.com/search.php?searchid=381045847
Appodeal vs Admob
Greetings, excellent post,
I wonder if you continue using appodeal, that country is the traffic for that application?
revenues continue to rise? It has a better eCPM?
I'm using admob with 200k print the month of interstitial, revenues are $ 150 or so , I'm looking for a better network ads
birkot said:
Greetings, excellent post,
I wonder if you continue using appodeal, that country is the traffic for that application?
revenues continue to rise? It has a better eCPM?
I'm using admob with 200k print the month of interstitial, revenues are $ 150 or so , I'm looking for a better network ads
Click to expand...
Click to collapse
Hey,
Appodeal still heavily relies on AdMob, but their house ads are performing better than before. The eCPM raised from $2.31 to $5.75 for me.
I've attached the stats from the past 30 days. My main traffic is coming from the US and EU.
Steppschuh192 said:
Hey,
Appodeal still heavily relies on AdMob, but their house ads are performing better than before. The eCPM raised from $2.31 to $5.75 for me.
I've attached the stats from the past 30 days. My main traffic is coming from the US and EU.
Click to expand...
Click to collapse
Thanks for the info, I'll try for 1 month and share information
Steppschuh192 said:
Hey,
Appodeal still heavily relies on AdMob, but their house ads are performing better than before. The eCPM raised from $2.31 to $5.75 for me.
I've attached the stats from the past 30 days. My main traffic is coming from the US and EU.
Click to expand...
Click to collapse
@Steppschuh Thnx a lot for this post! I'd like to share my experience. I tried MobFox (4 months) - it was ok and HeyZap (2 months) - left much to be desired. This July i decided to find another mediation solution and saw this post. I'm skeptical by nature and wasn't waiting for a miracle from Appodeal. I also thought about Supersonic, but they pay NET 30/45 and the min payout is $100 against Appodeal's min $20 (+ they pay on demand).
I use interstitials in my app (it's Geo is Europe and the US) and on the last week of August the average eCPM was 5.1, I got about 500K impressions, which brought me about $2.5. I'd say that i'm more than happy with Appodeal's service and would advise it. BTW in the last few weeks the eCPM increased for me as well, now it's 5.5-6 (last 2 weeks)
Hey guys! And what about SDK integration? Can you compare Admob, Heyzapp and Appodeal SDK? Which of them is smaller, faster and simply to integrate? I want to try some mediation for my music app, but a little afraid of "third-party code integration headache". Can you advise something?
does appodeal ban you for no apparent reason, like admob?
smiley.dev said:
Hey guys! And what about SDK integration? Can you compare Admob, Heyzapp and Appodeal SDK? Which of them is smaller, faster and simply to integrate? I want to try some mediation for my music app, but a little afraid of "third-party code integration headache". Can you advise something?
Click to expand...
Click to collapse
As stated in my first post, integrating the Appodeal SDK is exactly like integrating the AdMob SDK (usage is the same, too). The Appodeal SDK a bit larger, though. I haven't used Heyzapp.
TonyMnemonic said:
does appodeal ban you for no apparent reason, like admob?
Click to expand...
Click to collapse
I haven't faced that ban issue and hopefully won't =) But still there is a big advantage on Appodeal's side, because their support responds within 24 hours and digs into a problem, unlike AdMob's, which to my mind is quite apathetic and approachless.
---------- Post added at 09:45 PM ---------- Previous post was at 09:35 PM ----------
Steppschuh192 said:
As stated in my first post, integrating the Appodeal SDK is exactly like integrating the AdMob SDK (usage is the same, too). The Appodeal SDK a bit larger, though. I haven't used Heyzapp.
Click to expand...
Click to collapse
The size of Heyzapp's SDK for Android is 3,5 Mb, Appodeal's is 2,8 Mb
---------- Post added at 09:56 PM ---------- Previous post was at 09:45 PM ----------
smiley.dev said:
Hey guys! And what about SDK integration? Can you compare Admob, Heyzapp and Appodeal SDK? Which of them is smaller, faster and simply to integrate? I want to try some mediation for my music app, but a little afraid of "third-party code integration headache". Can you advise something?
Click to expand...
Click to collapse
Check comments above =) AdMob SDK gives access to AdMob only, Heyzapp's and Appodeal's support numerous networks, so it's a matter of choice. I personally stick to Appodeal's because of size and the simplicity of integration
@Steppschuh192 @beetlebum77 Thank you guys! Finally I decided to try appodeal today and I can say that their support is really polite, professional and quickly responsive :good: Hope everything gonna be alright and I will also share my results soon!
Greetings, 4 days to integrate the SDK ago, I have a question, because the blocks created in AdMob automatically with Chrome extension ads do not have the option to upload videos on the ads, just images and text, I'm just using banner and interstitial but I want to switch between interstitial and video , from where the video if AdMob ad units do not allow video
birkot said:
Greetings, 4 days to integrate the SDK ago, I have a question, because the blocks created in AdMob automatically with Chrome extension ads do not have the option to upload videos on the ads, just images and text, I'm just using banner and interstitial but I want to switch between interstitial and video , from where the video if AdMob ad units do not allow video
Click to expand...
Click to collapse
I don't got your question
You should probably ask the Appodeal support team
birkot said:
Greetings, 4 days to integrate the SDK ago, I have a question, because the blocks created in AdMob automatically with Chrome extension ads do not have the option to upload videos on the ads, just images and text, I'm just using banner and interstitial but I want to switch between interstitial and video , from where the video if AdMob ad units do not allow video
Click to expand...
Click to collapse
Pavel from Appodeal here.
Along with a great technology we at Appodeal do a lot of research and A/B tests.
A part of such tests include running different ad formats from various ad networks.
It is relatively easy for us to do it, because we have a lot of our own apps, that we use to test new ad networks.
So, when we were researching video ad networks, we tested Admob as well.
The main reason, why we decided not to support Admob videos is because their performance it pretty poor in comparison with other guys like Applovin, UnityAds, Chartboost and Vungle. Truth be told, Admob videos can barely compete with these ad networks in terms of performance.
One of earlier Appodeal SDK included Admob videos, but since performance was too low, the amount of video traffic allocated to Admob was always minimal.
The other reason is that Admob does not support rewarded videos (which is the most common use-case for videos). It means that you can not incentivize users to watch videos.
Based on the above research, it does not make any sense for a publisher to run Admob videos.
I hope this changes some time soon.
Meanwhile, we have a really good set of video ad networks in place: Applovin, UnityAds, Chartboost, Vungle, Liverail, Spotxchange, Adcolony, MoPub. All of the above plus more produces optimal results.
---------- Post added at 05:46 AM ---------- Previous post was at 05:43 AM ----------
Steppschuh192 said:
I hope you guys noticed that this a fake profile created by Adsota. Look at this other recent posts:
http://forum.xda-developers.com/search.php?searchid=381045847
Click to expand...
Click to collapse
I am not affiliated in any way with author of this post.
Moreover, we have nothing to do with Adsota. In fact, I never heard of this company.
Hey guys!
As I've promised I share my experience with Appodeal for the first month. I can say firstly that it's my first experience with ad networks integrating to my app. I used interstitialls in my music player for the first time.
Unfortunatelly I haven't seen such figures in my eCPM as @beetlebum77 and @Steppschuh192, but I'm sure that it'll increase in November and December. I'd rather pretty to stay with them because of their really responsiveand professional support.
Good luck:good:
I see that it's a problem with my picture in my previous post - you can just open it in new tab.
birkot said:
Greetings, excellent post,
I wonder if you continue using appodeal, that country is the traffic for that application?
revenues continue to rise? It has a better eCPM?
I'm using admob with 200k print the month of interstitial, revenues are $ 150 or so , I'm looking for a better network ads
Click to expand...
Click to collapse
There are actually quite a few out there, but RPMs will range by season (and really their advertiser base), along with geo & genres they specialize in.
If you want a full list, along with their contacts you can check out http://www.thalamus.co/mobile/ad-network/cost-per-install
Appodeal 100% fraud
Hi my name Oleksii Vinogradov, I'm founder of cfc.io I was contact with Pavel Golubev in case he hire Natalie Portier, who stole around $10k from our company while work for us in USA. No answer.... Few days ago I got notification, what our account was closed and all money, which they owe us they live in their pokets. I propose to all developers start freeze and disable accounts in that network. Stop play to russian casino.

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