i also had the same experience. i tired several times to switch to another company and always returned to admob, i just thought maybe something has changed since then but it seems that admob is ruling the game and they do what ever they want. you cannot do anything against them. the take 20-30% of your income for "invalid traffic" without explaining what app, which ad unit, how to fix it. nothing and you also have no one to ask. it is frustrating. we spend so much time on creating apps and update them and but in the end we all are slaves of big companies like google and apple.I spent my life trying different networks. My advice is don't try other networks, you will end up with admob. Earnings, fill rates are a disaster on other networks. Not being able to contact anyone is a real problem.
this looks really interesting. thanxAdMob mediation with Meta - Facebook and 20+ other networks (not tested)
This tutorial assumes that you already have FirebaseAdMob2 implemented in your app. Implementation is tested in native Android app, not in B4A. You can test it if you want. You need to have approved partnership with Meta - Facebook. You can set up a partnership directly in your AdMob account...www.b4x.com
By the way, my invalid traffic rate is below %0.1
Did you change banner positions since 03/22?ok after making some calculations and looking at the income and payments i found this.
from 02/2014 - 02/2022 i had around 1.2% invalid traffic (8 years)
from 03/2022 - 01/2023 i had 12% invalid traffic (11 months)
what has changed in the last year that i got so much invalid traffic? something is really strange here.
i have not change anything, my banners are always on top of the screen. should i change something?Did you change banner positions since 03/22?
no, if it was always the same, it mustn't be that. According to my adsense (not admob) experiencei have not change anything, my banners are always on top of the screen. should i change something?
you get paid for people seeing your ads (very low amount) or clicking on the ad (depends on the advertiser/country/etc..)Can someone share what revenue you can expect from including Admob in an app? Is the ad revenue calculated on how long the user has the app open (e.g. how many ads they see) or is it based on how many downloads occur from the Google/Apple app stores?
My app, when finished, will have a free version that's limited in scope and the paid premium version; I'm inclined to display ads only in the free version.
Thanks!
I've made a pretty decent living from AdMob since 2014. In that time my apps have had ~150M ad impressions, so it's definitely a numbers game, but if you have an app with a reasonable number of DAU (Daily Active Users) you can make good money. Revenue definitely goes up & down, but even an app with around 5,000 DAU can make a couple of hundred $ per day - depending on where the majority of your users are based. If your user base is mostly in countries like the US, UK & EU countries you'll get higher revenue. When I advertise my apps these days I always exclude poorer countries because even though I can get big install numbers from those countries, I'll never get a return on the $ spent on advertising because the in-app ad revenue from them will be almost non-existent. Also, I figured out pretty quickly that banner ads are a complete waste of time (unless you have tens of thousands of DAU), so I always use interstitials & sometimes native ads. Rewarded ads have comparatively high revenue, but you need rewards that will entice users to look at them.I registered with AdMob back in early B4A days and released a couple of apps to test the likely results of more popular distributions. The results were poor but above all the lack of transparency in hits versus revenue persuaded me that it was to be avoided.
If you have an addicitive game with 100k+ installs you may be happy with the somewhat questionable results from AdMob. After my experience I decided to go for the outright purchase app model and have never looked back.
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