Windows Phone app Taptitude generating over $1000/day in ad revenue

Daniel Bader

April 18, 2012 1:03pm

It’s not exactly $6 million per month, but the four-brother team behind Windows Phone mini-game app Taptitude has seen a spike in its daily revenue since the wide release of the Nokia Lumia series. According to a blog post, the free-to-play game is “supported by pubCenter ads. In this buisness model, you are paid based on how many ‘impressions’ you get each day.  The amount you’re paid per thousand impressions is refered to as ‘eCPM’.  For example, if you get 10,000 impressions at $1 eCPM, then pubCenter will pay you $10.”

Over the past six months or so, the game has seen a rapid rise not only in its impressions but in overall revenue, peaking at just over $100,000 total. In recent days, with the Windows Phone user base spiking, the team has seen revenue in excess of $1400 per day, an indication of the rising popularity of the Windows Phone platform.

The app has generated almost 100 million impressions since its release. What’s interesting is that, if you take a look at the graph below, the Nokia Lumia series, in particular the Lumia 800, is by far the most popular device used by Taptitude players at above 18,000. The Samsung Focus and HTC Radar are also very popular devices.

Read the whole entry over at fourbrosstudios.

Via: WPCentral

  • zed

    Thank you! Nice to see some actual numbers for in game Ad system.

    I don’t know about you, but if I were to do an app, I’d rather have this type of revenue instead of the initial pay one.

    An average game sells at $1.99. Google/Apple/Microsoft fees ignored, you need 500,000 people buying your game for a cool Mil.

    These people got $100k in less than a month. They are gonna have a Mil in less than a year, and income is just gonna continue after.

    So all those reports about which platform is generating most money for devs should really take this into consideration instead of JUST payed apps revenue.

  • Bawler

    I’m not sure you comprehended the article fully.

    They made $100k in 6 months – not 1 month.

    Their peak daily income was $1400. If they continued that over an entire year – it’d be just over $500k.

    Not bad by any stretch of the imagination.

    What a lot of developers do is have two version. 1 with ads for free and the other without for a fee. The fee amount is just a simple calculation of how much $$ would have been made in its lifetime from that user from ad revenue.

    For example – using its example of $1 eCPM.

    Average user:

    – 5 pages per day
    – Usually only plays game for 3 months before uninstalling or never loading again.
    – 5 pages x 90 days = 450 pages in users lifetime.
    – At $1 eCPM, each user would be worth $0.45

    Therefore if you offer a premium upgrade for $1.99 – you’d actually be making $1.54 more per user.

  • zed

    @Bawler, my bad, I was under the impression that the graph above, which is only for one month (03-04) was the one relevant for the amount of revenue.

    Like you said, still 1mil per year! And I also agree with releasing apps both free and paid, though many devs still don’t do that – they go either one way or the other.

    The thing I disagree with though, you assume an app is uninstalled after 3 months. If you make your app worthwhile, you’ll have people using it for way longer (reverse is true with a crappy app). One app I can give as an example is Pulse Reader for my RSS feeds. Been using it for over a year, as many of my friends do as well.

    In any case, my main peeve was that many phone revenue revenue reports make one phone platform seem more lucrative than another for devs simply taking into consideration revenue from paid apps. The report I will keenly pay attention to will be the one in which both sources of revenue will be weighed.

    • Matt

      But this is a game, so the same rules do not apply. Most games are forgotten about within a month or less, making ti hard to attract new users.

  • Bawler

    Indeed – my assumption of 3 months really isn’t grounded on any actual existing number – just more of a feeling. The reason I chose 3 months is because app games typically have a churn and burn type install base. Most games only receive one play through before being uninstalled or never opened again. Obviously that can be countered by adding in new levels each month depending on the game type.

    Obviously with your example of Pulse Reader – those type of apps will never run their course purely because it displays new content every time you want to read your feed.