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Buying your way into the App Store’s Top 25

01-08-2010, 01:51 PM
#1
Joined: Dec 2008
Location: Raleigh, NC
Posts: 336
Buying your way into the App Store’s Top 25

Is it possible? Yup. Read on!

http://blog.fairladymedia.com/2010/0...stores-top-25/

In this article we've shared the results of our experiments with in-app advertising for our games.

I'd love to hear your thoughts! Please post in this thread or on the blog.

Thanks!
01-08-2010, 02:12 PM
#2
Joined: Sep 2009
Posts: 330
I was hoping someone would go through this technique. Thanks!

/discuss

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01-08-2010, 02:28 PM
#3
I've only skimmed the article, but are they really using a 20% conversion rate for their calculations? Even though they said that was the best rate they ever achieved?
01-08-2010, 02:30 PM
#4
This makes it sound worth it if you have the capital to spend. Even so, I wonder if going with a marketing firm that specializes in iPhone stuff would make the money go farther. Also, would the ads be as effective now? It's a really tough decision to make and there's a lot to lose
01-08-2010, 02:37 PM
#5
Joined: Dec 2008
Location: Raleigh, NC
Posts: 58
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20% conversion rate?

Quote:
Originally Posted by Nijo View Post
I've only skimmed the article, but are they really using a 20% conversion rate for their calculations? Even though they said that was the best rate they ever achieved?
Hey folks

I'm the lead developer for Fairlady Media and would like to answer any questions that might come up. We're hoping to both answer questions that are out there and hear from other devs who have experience with in-app advertising as well.

Yes, I used a 20% conversion rate for the calculations. I know that's optimistic, but it was the average for the time period that we were heavily advertising and Spazzle got into the Top 25 (that is according to AdMob's conversion rate tracking system).

If you figure a 10% conversion rate, you would double the estimates in the article.

Thanks for the question!
01-08-2010, 02:39 PM
#6
Joined: Feb 2009
Location: United Kingdom
Posts: 2,481
Is this after Apples 30% cut though?

If something online is free, you are not the customer - you are the product.
01-08-2010, 02:40 PM
#7
Joined: Dec 2008
Location: Raleigh, NC
Posts: 58
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Would this be more expensive now?

Quote:
Originally Posted by Sinecure Industries View Post
This makes it sound worth it if you have the capital to spend. Even so, I wonder if going with a marketing firm that specializes in iPhone stuff would make the money go farther. Also, would the ads be as effective now? It's a really tough decision to make and there's a lot to lose
Great questions! If anyone has any experience with marketing firms, please chime in! In regard to the ads being as effective now, the numbers in the article reflect the inflation that has happened with the App Store over the past year as the volume of developers, apps and devices has gone up. We spent $5,800 last February and got into the Top 25 (other factors may have contributed to that). I estimate that to do the same now, you'd need at least 5 times that amount.
01-08-2010, 02:44 PM
#8
Joined: Dec 2008
Location: Raleigh, NC
Posts: 58
Send a message via AIM to jrtb
Apple's cut?

Quote:
Originally Posted by lord-sam View Post
Is this after Apples 30% cut though?
The cost associated with in-app advertising at AdMob doesn't go through Apple. If you purchase 1,000 clicks at AdMob for in-app advertising and bid 5 cents per click, you'd pay AdMob $50. What you're hoping for by doing that is for your app to climb the charts in the App Store and get you more downloads. Any revenue you get from that through Apple for paid games will be minus Apple's 30% cut. I hope that answers your question!
01-08-2010, 04:01 PM
#9
Joined: Dec 2008
Location: Raleigh, NC
Posts: 336
Quote:
Originally Posted by Sinecure Industries View Post
...It's a really tough decision to make and there's a lot to lose
Yes, it's always a difficult decision for us; we're a small company and started out without any capital (aside from our design/dev skills, lol!). One of the main deciding factors for us is, "Is this game good enough to hold its position after we push it up the ranks?". Some of our games have dropped much more rapidly than others, and that's a real ouch... The lesson learned is to get a good sense of whether your customers love the game before you do a big ad spend.
01-08-2010, 04:47 PM
#10
Joined: Feb 2009
Posts: 603
The numbers cited on that blog are misleading.

"Being in the Top 25 during the last week in 2009 meant a profit of between $12,000 and $22,000 a day."

Using the last week of 2009 to tantalize developers is just silly, due to the dramatic short-term effect Christmas had on the app store. Zombieville, for example, had about 60,000 downloads between Christmas eve and new year's, nearly two-months worth of our typical sales crammed into a single week (a "normal" month for us was between 30-40k units). These figures are way outside the norm, and should not be used as any kind of benchmark for advertising ROI.

"To get into the Top 25, you’ll need to average more than 10,000 downloads per day. A Top 10 app will average more than 20,000 downloads a day. Less ambitious? To be in the top 100 in a gaming category like Family Games, you’ll still need to average more than 2,000 downloads per day."

These figures are spectacularly wrong. Top 25 in the US paid charts is nowhere near 10k+ a day. Zombieville was #33 yesterday, and had only 2600 domestic sales. Based on our position on the top grossing list relative to cheaper, higher ranked apps, its easy to see that 10k is not even close to accurate. The top 100 family games figure? That's WAY off. Our other game - OMG Pirates! - is in the top 25 action games (one of the more crowded categories, far more crowded than the "family" category) with barely over 1000 US sales, so cracking the top 100 family games is more like 200+, not 2000.

Are these numbers just made up, or pulled from the last week of 2009? Either way they're pretty useless.