Android income experiment - or why AdMob sucks
fanitis.com
fanitis.com
But your experience is hardly revealing. 300 ad impressions is practically nothing. Standard clickthrough rates are 1% or less, and probably even less on mobile ads, so it's not a surprise that you didn't get a single click.
The smallest unit when purchasing ad impressions is 1,000. If you can't make the smallest unit, you shouldn't expect to make much money either.
AdMob isn't killing it for me, but is a lot better than the OP portends. Here's my stats so far today:
FWIW: 25k installs, ~38% active, 1.7 MM impressions to date (2 months).
On your main questions, yes, established apps with known average-beating clickthrough and (where possible) targeted demographics are matched to higher-paying-per-click lower-volume advertisers.
This is done to optimize total revenue through the network, and to avoid showing all the impressions of a high-paying advertiser on a junky "back page" that has low CTR and low spend.
Now, if you are a "brand" advertiser who values impressions and not clicks, you might be happy on the free back page.
I average 15K impressions a day on one of our games, and get maybe 30 clicks, and make around a buck.
You get ~2K impressions and close to 115 clicks and make ~$5-$10
If I could get your numbers I'd be making a killing.
First off, his ad placement isn't very good. It needs to be in a visible, but not intrusive spot. A preference screen isn't going to be visited much.
A fill rate of 28% is incredible. If I had that fill rate I'd be making actual money with my app instead of the $50 or so a month. AdMob adjusts your fill rate to control costs, it starts out high and drops as their system adjusts for click through and whatever else they throw into the equation.
My app's single ad on the main page gets between 2k-9k requests a day (it varies as you get closer to a race). The fill rate has been 0.54% to 3.7% in the last few weeks, translating into 1-10 clicks a day.
iAd gives me a 20-70% fill rate (currently 50% for last 7 days)
AdMob gives me a 90%+ fill rate fairly consistently
You might expect with the keywords that I was sending, oh I don't know, ads somehow relating to parenting? When you're a new parent you have to buy a ton of new things. What could be better for advertisers?
Not a single ad in the app's entire existence ever targeted anything to do with the app's audience. The most common ad that I saw was for gamers. Trying to enable local ads didn't help either, the same ad displayed over and over again for a spa -- over 200 miles away.
Needless to say, the advertising barely paid for the coffee that I drank while developing that app...
https://market.android.com/details?id=com.devartis.games.mem...
In the world of TV & Radio the "remnant", or unfilled inventory, has shifted in the last 10 years to performance advertising / per inquiry.
Fantastic stuff like payday lending, marginally legal insurance schemes, weight loss pills, etc have all gotten major traction due to an over abundance of ad inventory.
I'm mentioning this because with the excess of unsold mobile inventory app makers are looking for solutions, and affiliate marketers and direct response guys are going to start coming on strong.
At Affiliate Summit last weekend this was the topic du jour.
Reminded me of the last go around when the affiliate marketing world was fired up about the new "advertorial" format.
Hold on to your crash helmets, I predict ugliness ahead.