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

Comments

  • 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.