I've had AdMob on my free version of my application for about a week now. I chose to have my free version be identical to my pay version except the free version has ads that are moderately intrusive, but don't take away the game play experience. It just displays an ad at the end of each level for a few seconds. That being the case, after I made the ad supported version available, it's user base has increased dramatically. Also, the sales of my pay version have increased a bit as well. So far after about a week, I've made some money with the free version and I see it as sort of a constant money making device (albeit not much money...10s of $$ a month probably). I figure that the user base for the free version is more likely to grow more than the pay version, so that $$ amount might increase as time goes on.
After realizing that the Android market isn't a huge cash cow and a bit of deliberation, I decided to go this route where I offer a fully functional ad supported free version along with a pay version. If people really like the game and don't want the distraction of ads, then they will shell out the small amount of change I'm asking for the pay version. If not, then chances are I'll make a bit of change through ads. In regards to the amount per click with admob, it really depends. So far it hasn't been that much. I'm not horribly impressed with it and have been looking into other ad companies to try to incorporate to see if there is any greater profit to be made. As it stands right now, I'm making considerably more money through paid app sales than I am through ads. On Mon, Nov 16, 2009 at 1:39 PM, polyclefsoftware <[email protected]> wrote: > > > On Nov 16, 12:16 am, ben <[email protected]> wrote: > > After searching their website, all of the message boards and googling > > it to death - I have formed only somewhat of an answer to the > > following... > > > > 1. How much does Ad Mob pull if a user simply loads your app > > 2. How much does it pay if they click an ad > > 3. What is an average Ad Mob income in a given month (for a single > > app) > > What Dan said. > > > 4. Preferred method : (a) Ad Mob (b) Make it a paid app > > These aren't mutually exclusive. I've only got AdMob ads in a couple > of my low-traffic apps. I got accepted to the AdSense beta and am > doing much better there (hopefully it won't be in beta as long as > GMail). Anyway, Golf Solitaire Free is a trial version using AdSense > and the full version is paid. Both are making money. > > I think the monetization model depends on the type of app and the user > base for the app. I think reference apps that users open up and use > frequently are probably ideal for being ad-based. Something like a > utility app, maybe paid is a better way to go. I personally use a > mixture of strategies, and about half my revenue these days is coming > from sales and half from ads. > > -- > You received this message because you are subscribed to the Google > Groups "Android Developers" group. > To post to this group, send email to [email protected] > To unsubscribe from this group, send email to > [email protected]<android-developers%[email protected]> > For more options, visit this group at > http://groups.google.com/group/android-developers?hl=en > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

