Top 4 tips for placing mobile ads

In a previous article, we’ve talked about how we don’t believe in bullying your users into clicking your ads. We know from experience that a developer always has much better chance of making money by using honest ad tactics.

That being said, using honest tactics doesn’t mean there’s no strategy needed. There is a very delicate balance between respecting user experience, and having the ads serve their main - and perhaps single - purpose, which is to drive you revenues. So how should we do this?


Keep in mind that when you’re on a CPI (cost-per-install) model like on AdBuddiz, revenues are generated only when the ads convert into installs. Therefore, you need to place your ads at moments when the users are most open to discover the apps advertised. For games, it’s important to pay attention to the emotional state of the player. We recommend placing interstitials in between levels or stages. That way, the player connects fully, with no distraction during the game play. After each level, when he feels accomplished and his mind relaxes a bit, he is more open to diversion. That’s when an ad will get the highest chance of being clicked on.

For other types of apps, we’d recommend putting ads where there is a natural break, like in between pages, after finishing an activity, while an app is loading or just before a user closes the app.

Screen Shot 2015-01-29 at 16.27.16Be mindful also of where you place your first ad. From our experience, we know that 75% (or more) of the advertisers app installs are made by the first 3 ads shown. Our algorithm also ensures that the ads that are shown first are the ads with the closest match to your app, so that the chances of generating an install are highest.


We advise against showing an ad at the very first launch of an app, as it may cause annoyance and frustrate users, putting them off from using or discovering your app right from the get go. A general rule of thumb is to determine how long your average session time is. Placing ads from midway towards the end of the session is more likely to lead to user action (installs); that way they would have had enough time to enjoy your app, and be more receptive to ad contents and downloading other apps.

It’s important to always keep in mind, more impressions doesn’t always lead to more installs (or revenue). Overwhelming the user with constant ads can be plain annoying, and result in lower app satisfaction and usage. As they say, when in doubt, K.I.S.S. - Keep It Simple and Short ;-).

Mobile World Congress 2015 - Meet us in Barcelona!

We’re very excited to announce that AdBuddiz will be attending Mobile World Congress 2015, the world’s largest annual gathering of mobile and related industry C-Level executives, in Barcelona (!!!) to share and learn industry insights from fellow mobile world experts.

We’d also like to take this opportunity to meet up with developers, mobile advertisers, journalists or influencers - feel free to drop us a line to schedule a meet up at [email protected] with the email titled “Meet up at MWC 2015” !

See you there!

Publisher Statistics API available

apiWe’ve just made it even easier for you to manage and optimize your mobile monetization. The AB tech team is excited to announce the release of our brand new Publisher Statistics API.

This API allows publishers to programmatically fetch statistics (views, revenue, eCPM…) for each of their apps.

As always, simplicity is our motto.

  • Statistics endpoint to get your statistics:
curl -u email:password 'https://api.adbuddiz.com/api/publisher/1.0/applications/stats'
  • Applications endpoint to get details about your registered apps:
 curl -u email:password 'https://api.adbuddiz.com/api/publisher/1.0/applications'

Get more info and calls examples in Java / PHP / Python / Ruby right on your publishers portal.

As usual, don’t hesitate to give us your feedback ;) !

 

The 3 Secrets to Creating an Addictive Casual Game

“I’ve never heard of candy crush”, says no one ever.

Developing a viral casual game is many developer’s dream. In the past, game studios used to sell us $40 a game, and didn’t care how long we played it, as long as we liked it enough to buy the next one. With the rise of freemium games, the gaming industry has to shift their strategy to make sure that players stay in the game as long as possible; to make sure that we play and eventually, pay.

As a developer, you can either make games targeting specific groups or go for the whole world… and go casual.

And what exactly makes certain games so addictive?

We all love encouragements.

Nobody gets praised enough. We as human beings yearn for approval and acknowledgement. Like a kid who keeps doing the same task that his mom compliments him for doing, we naturally get hooked on the game that keeps saying “Sweet!” and “Excellent job” and offers positive reinforcements generously each time we clear a level. Dopamine is released in our brain every time we’re rewarded, and over time, we need more and more ‘game fixes’ to enjoy the same level of dopamine release and gratification.

Keep it light and crispy!


The majority of the most viral casual games have really short levels - Candy Crush, Angry Bird, Flappy Bird…as each level is short, players go from level to level quickly; like eating potato chips, we take one after another and before we realize, we finish the whole bowl in no time (and want another refill).

Good things come to those who wait…

Candy Crush, for example, lets us go through levels really quickly in the beginning, but the higher level we go up, the longer we have to wait once we run out of lives. Instead of being discouraged from continuing playing, the game designers know that we would’ve reached a level where we’re too addicted to quit, and like the allure of the forbidden fruit, we’d be longing for it so much that we’re quite likely to spend money to cut the waiting time.

A really successful casual game has to be universally loved. Instead of trying to make your game appeal to a certain demographic, a better way might be to approach your target inversely. Is it going to turn off a female player? When you struggle with adding or taking away a certain feature, think - Will it make a certain category of people not want to play the game?

The bottom line: don’t limit yourself to one type of player. If both your 10 year-old nephew and your 70 year-old grandma love playing it, the world will probably love it. ;-)