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How to Make Money With Admob New Update

How to Make Money With Admob

There are many sources of information on how to get started. We have a slew of blog posts, community parties on the subject, and videos all over the web. On the other hand, we lack more specific information in my opinion. This article is the first of a long series that I want to deal with, and to start off strong, I suggest you talk about money, because it is the nerve of war!

Whether it is used to make ends meet, or even to create real wages, it makes it possible to set up start-ups or businesses. Through a series of articles, I will talk to you first about the means available to monetize your product, then on more technical subjects on how to implement them in your applications. Note that my examples will be highlighted with Xamarin and that I will give you the sources to do the same thing natively.

Admob - The Advertisement

Advertising has long been the main, if not the only, source of income for many developers. However, like websites, the advertisements displayed were of poor quality, often poorly placed, intrusive and sometimes unsightly.

The simplest applications such as “Flashlight” could then carry several banners without causing too much rejection from the user. So many free applications have embarked on all this to bring in some money. Over time, apps like this have been replaced by native shortcuts directly found on the phone. The applications have improved in quality, part has become paid and the other has directly set up another source of income: InApp Purchase. So over time, most utility applications have let advertising fall into disuse, allowing games to retain a monopoly on this type of display.

However, today is the time to take advantage of it! However, sparingly because, badly positioned, a banner then becomes an embarrassment which can push a user to reject the application and rate it negatively. Attention, it is not recommended to introduce advertising to an application if it is not in return for additional functionality.

Finally, it is interesting to know that at the publisher level, mobile applications generated in 2016 32.8 billion dollar just with advertising. So there is a market available for those who dare to start, as long as it is done correctly.

Definitions

CTR: click-through rate. This is the ratio of clicks per display. This lets you know if our ad is displayed in the right place. On average, this ratio must be as close as possible to 1%. If it is too low, the advertisements will bring in less money and if it is too high, this can be considered as fraud (cross on a banner, etc.) and the advertisements may appear less often and report less money.

eCPM: effective earnings per thousand, this is a value which is calculated according to several criteria including CTR, management, displayed advertising, conversion rate and income per conversion. It represents the value of an advertisement if it is displayed 1000 times and varies every day.

Firebase & Admob

To help us in our developments, Google has implemented a powerful tool: Firebase. It allows us to link our personal or professional Google account to our application to allow us to access different information. Thus, we can have real-time data analysis of our product but also the frequency of use, the number of users per day, etc. Among these tools, one of them, which is particularly useful, is that of implementing advertising in our applications based on Google's “AdMob” management. So the web giant, specialist in advertising gives us a series of possible implementations of advertising in our application:

1. The banner: quite small, the banner allows you to display an advertisement in an empty area of ​​an application. It can fill this space and thus make it profitable. Be careful however, such advertising should not be displayed in the middle of a screen. We first think of the user before the wallet and we try to keep the correct ergonomics of the product.

2. The interstitial: this takes up the whole screen. It is very popular in video games because developers use it to display it between levels of their games or at regular intervals. Ergonomics side, the work is less for the developer who will only display the advertisement. However, you will have to be careful not to display it too often because this could scare the consumer away from the application by pasting a bad note. This advertising may be limited by display / user. As you will have understood, it is all a question of placing the cursor correctly between maximizing income and the patience of the user.

3. Video rewards: almost exclusively for video games, this advertisement allows the developer to reward the user for viewing a short video of approximately 15 seconds to 1 minute. Once the video is finished, an event is triggered, allowing the reward to be awarded. Of course, the user can cancel the viewing of the video and thus not benefit from the gain. Generally, a button is positioned to view the advertisement in a menu, indicating the result. Like the interstitial, we can limit the consumption of this advertising to, for example, encourage the user to use the InApp Purchase.

4. The native implementation: it allows you to adapt advertising content to an application. By this process, we can keep a design strongly integrated into the application and not very intrusive. The effect can be quite impressive, in the sense that the actual content and the sponsored content are very close. This is the choice chosen by large publishers, such as Instagram, Facebook or Twitter.

InApp Purchase

Present for a large number of years now, this mode of income allows applications and games without ads like Candy Crush to generate nearly 470,000 dollars per day with only 2% of paying users. The advantage is to allow an application to look free in the store while generating considerable income.

Note that this especially allows you to have additional income from advertising. On iOS, there are 4 types of InApp purchases available:

  1. Consumable: Present in many games, the consumable often allows you to buy gold coins, diamonds or any other currency. In other contexts, they sometimes allow you to buy a book or article in a more formal application.
  2. Non-consumable: This gives a user access to additional functionalities. It can also be used to remove advertising from an application.
  3. The auto-renewable subscription: This is the privileged mode by newspapers and magazines. However, the renewable nature of this product can scare a mobile user who will not appreciate the commitment in the same way as a Netflix subscription.
  4. The non-renewable subscription: Like its predecessor, it allows for the subscription of a product but paying at once. It allows its user to renew it himself only if necessary, like a consumable InApp. Ex: a one year subscription to a magazine.


On Android, InApp Purchases have roughly the same names and have similar functionality. Please note that both platforms can accept the creation of promotional codes. Finally, you should know that Apple and Google will take about 30% of your profits from InApp Purchase and that it will therefore have to be taken into account in the price of your in-app purchases.

Apple & Android Pay

Apple Pay and Android Pay are different payment systems from InApp Purchases. They allow the user to pay directly with the previously registered credit card, rather than through iTunes and Google accounts. This secure payment method eliminates the 30% usually charged. Indeed, when selling products through this, Apple will take nothing. However, this is only available from iPhone 6. Availability increases to Android 4.4+ (KitKat).

However, the products sold cannot be digital, forced to InApp purchases. Now that you know the different ways to make purchases in applications, all you have to do is get started! The market is real and can bring in a lot! It will however be necessary to pay attention to the design of its application to correctly integrate each solution. Above all, the choice of remuneration will depend on the type of application but also on its audience! An app with very few active users will not do very well with ads. Just as few users actually use the inApp Purchase. If you want to implement it, do not forget to leave the main function available because the user could feel “betrayed” and even uninstall the application with why not a bad note in passing.

Monetize Your Application With Admob

I listed the different possibilities that exist to monetize a mobile application. The tutorials to implement each of the solutions are numerous but sometimes lack “good practices” which explain what are the pitfalls to avoid in their implementation. For the different implementation methods, I will also give you a source to do it in native language.

There are many advertising agencies to monetize an application. We meet AdMob competitors such as Smaato, InMobi or many others. The choice of an agency will depend on your project but also on other more complex criteria. It should be noted that you are not limited to a single advertising agency, if one of them runs out of steam and offers fewer advertisements in your application, you can always switch, and this in a completely transparent way for the 'user.

REGISTRATION
Before even including any package in your application, you will need to have a Google account. Indeed, Firebase or AdMob are products of the research giant. Here is the link to register:

Sign in - Google Accounts!

Once you have registered, you just need to create a project, defining the region. You do not need to specify whether it is an iOS or Android project, both can be added to the same project!

Then add an application to the project, in our case iOS. Note that this step will be almost identical during the development of the Android application.

Fill in the requested information, the “?” will give sufficient indications to fill in each field. Then download the .plist file  and put it at the root of your iOS project. You can skip the following steps directly.

Then go to the AdMob tab. This part will help us to build a bridge between Firebase and AdMob. You will therefore have to create an AdMob account. This site will be used to generate advertisements and know the amount of income. Then create an application. No need to create an ad unit yet.

Once it's done, go to the application settings and associate it with Firebase. And There you go. You can now connect your application to an advertisement!

Choosing Advertising Banners

In my previous article, I gave you all the non-technical details concerning the different types of advertising that can be implemented. On the technical side, there are some specifics to know.

The banner earns much less than other types of ad units. It must also be refreshed often. With AdMob, this time is easily modifiable when creating or modifying this type of advertisement.

To get started, get the id of the application saved in AdMob. It is located in the “Application> All applications” tab. Note the id of your application for the rest. Then, you must create a banner in the “Ad unit” tab when your application is selected. Add a new ad unit.

For each of the different blocks, the method will be the same, you will have to choose a block and configure it according to your preferences. At the end of the configuration, you will be given an id.

1. For IOS

Side configuration of the application, you will have to select the GoogleService-Info.plist file added previously and change its properties from “ Build Action ” to “Bundle Resource”. Then open the file and change the IS_ADS_ENABLED value to “Yes”. Finally for everything that uses Firebase, it will have to be initialized when the application starts. In the method FinishLaunching file AppDelegate.cs, it will be necessary to call the following method from the namespace " Firebase.Analytics ”

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App.Configure();

2. For Android

Side configuration of the application, it will certainly restart the solution to see appear “GoogleServiceJson” in the properties of “Build Action“, once done, assign it.

The initialization of the project is to be done only once and for all the Firebase services. There are, however, some adjustments to be made, to use the crash analysis for example, but this remains fairly well documented and I will have the opportunity to talk about this in a future article.

Finally, now is the time for you to implement your first ad banner. Create a View in the storyboard that will host your banner. Be aware that it will take a minimum size for your control for the advertisement to be displayed. Here are the standards to follow:

  1. 320 × 50 | Standard banner | Phones and tablets
  2. 320 × 100 | Large banner | Phones and tablets
  3. 300 × 250 | IAB medium rectangle | Phones and tablets
  4. 468x60IAB | full-size banner | Tablets
  5. 728x90IAB | leaderboard | Tablets
  6. Screen width x 32.50.90 | Smart banner | Phones and tablets


This table presents the different sizes of banners adaptable according to a smartphone or a tablet. Constants are not to be learned by heart, you can find them in a static class: “AdSizeCons“.

1. On IOS

Once your “View” created and made accessible from the ViewController, you will need to add the following code:

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private BannerView _adView;
private bool _viewOnScreen = false;
...
{
...
// Banner control creation
_adView = new BannerView(size: AdSizeCons.Banner)
{
// Test advertising id, replace with yours
AdUnitID = "ca-app-pub-39402560*******/####978111",
RootViewController = this
};
// Gives a centered position relative to the "View" control which will host the banner
_adView.Center = new CGPoint(BannerView.Bounds.Width / 2, BannerView.Bounds.Height / 2);
// Reload the banner once the advertisement is received
_adView.AdReceived += (object sender, EventArgs e) =>
{
// Check that the banner does not already exist in the "View"
if (!_viewOnScreen)
{
// Add the banner in the "View"
BannerView.AddSubview(_adView);
_viewOnScreen = true;
}
};
// Call AdMob based on AdUnitID, Request.SimulatorID automatically replaces AdUnit with a test value if the application is launched in a simulator
var request = Request.GetDefaultRequest();
request.TestDevices = new[] { Request.SimulatorId.ToString() };
_adView.LoadRequest(request);
}

2. On Android

You have to do the same thing by creating a control, a “LinearLayout” type will do the trick for hosting the advertisement:

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<LinearLayout android:id="@+id/adsBanner" android:layout_marginTop="4dp" android:layout_width="match_parent" android:layout_height="wrap_content" android:layout_weight="1" android:gravity="center" />

Then, in the activity of the application make a query similar to iOS:

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// Creation of advertising with size data and AdUnitId (to be replaced during production)
var ad = new AdView(this.Application.BaseContext);
ad.AdSize = AdSize.Banner;
ad.AdUnitId = "ca-app-pub-39402560********/####978111";
var requestbuilder = new AdRequest.Builder();
ad.LoadAd(requestbuilder.Build());
// Get the Layout and add the ad inside
var layout = FindViewById<LinearLayout>(Resource.Id.adsBanner);
layout.AddView(ad);

This simple code allows you to integrate an advertisement into your mobile application. The AdUnit is to be replaced during production by the one you get on the AdMob site. For the development part, replace the value either with a test value, or launch the application on an emulator with a “TestDevice” in the request.

If you ever decide to ignore this valuable advice and your application generates its first income during the development phase, Google can detect it and therefore suspend your AdMob account for a period of 30 days and also delete all the benefits honestly generated. or not. In addition, the suspension prevents the connection and management of the account, while stopping the income of all Google services (other applications, website, youtube videos, etc.)

The Interstitial

Another form of advertising discussed in my first article, interstitial advertising. Practical in some cases (end of level in a game, before reading an article) it generates more revenue than the banner and can completely block the ergonomics of an application. This can potentially have a negative impact in your reviews in the store.

An interstitial ad does not need a container to display, it will necessarily take up all the space available. However, it will have to be loaded before so that it is displayed directly during the call. The effect is much less glamorous if it is displayed when the user has read half of an article and finds himself interrupted by a full screen advertisement.

1. On IOS

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private Interstitial _adInterstitial;
...
private void CreateAndRequestInterstitial()
{
_adInterstitial = new Interstitial("ca-app-pub-39402560********/1033173712");
// Reloads the ad once it is displayed once
_adInterstitial.ScreenDismissed += (sender, e) =>
{
_adInterstitial.Dispose();
_adInterstitial = null;
CreateAndRequestInterstitial();
};
var request = Request.GetDefaultRequest();
request.TestDevices = new[] { Request.SimulatorId.ToString() };
_adInterstitial.LoadRequest(request);
}
private void ShowIntersitialAds()
{
if (_adInterstitial != null)
if (_adInterstitial.IsReady)
{                     _adInterstitial.PresentFromRootViewController(this);
}
}

Remember of course to initialize the advertisement before making a “Show” otherwise it will simply not be displayed.

2. On Android

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private InterstitialAd _interstitialAd;
...
{
... // OnCreate, Init, ...
_interstitialAd = new InterstitialAd(this.Application.BaseContext);
_interstitialAd.AdUnitId = "ca-app-pub-949779098*******/####324930";
var requestBuilder = new AdRequest.Builder();
_interstitialAd.LoadAd(requestbuilder.Build());
...
}
private void ShowInterstitialAds()
{
if (_interstitialAd != null)
_interstitialAd.Show();
}

And it's not more complicated than that, of course, on the AdMob site, you have to create advertising in the same way as for the banner. It also has interesting options such as limitation by user, which allows for example to give a little respite to a user who has already seen your ad 10 times. You can also choose not to display video ads, allowing a user to leave interstitials directly without making them wait. The goal is to always make browsing in the application more pleasant.

Rewarded Video

Almost exclusively reserved for the video game field, the reward video represents a long, very long advertisement that the user watches by choice. Videos can last more than a minute and completely destroy the user experience and navigation in your app. They are also much more profitable than other advertisements, for a simple reason moreover: they work. Your users then have a greater risk of clicking on the advertisement, of being attracted by what it offers and therefore of leaving your application altogether.

1. On IOS

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private RewardBasedVideoAd _adVideo;
private bool _getReward = false;
// We load the video before calling it, usually in the init
private void CreateAndRequestMovieAds()
{
_adVideo = RewardBasedVideoAd.SharedInstance;
var request = Request.GetDefaultRequest();
request.TestDevices = new[] { Request.SimulatorId.ToString() };
_adVideo.LoadRequest(request, "ca-app-pub-39402560********/####354917");
}
// We reward the user for watching the video, the amount is defined in advance in AdMob when creating the advertisement
private void AdVideo_UserRewarded(object sender, RewardBasedVideoAdRewardEventArgs e)
{
var reward = e.Reward;
if (_getReward)
{
_getReward = false;
_viewModel.AddReward(e.Reward.Amount.Int32Value);
}
_adVideo.UserRewarded -= AdVideo_UserRewarded;
CreateAndRequestMovieAds();
}
// We display the advertisement if it is ready, we also subscribe to the fact that the user can receive the reward.
partial void ShowRewardAd_Clicked(NSObject sender)
{
if (_adVideo.Ready)
{
_getReward = true;
_adVideo.PresentFromRootViewController(this);
}
_adVideo.UserRewarded += AdVideo_UserRewarded;
}

2. On Android

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// Remember to add "IRewardedVideoAdListener"

public class MyActivity: Activity, IRewardedVideoAdListener
{
private IRewardedVideoAd _videoAd;
private bool _adVideoIsReady = false;
...
{
... // In the OnCreate, Init, ...
_videoAd = MobileAds.GetRewardedVideoAdInstance(this.Application.BaseContext);
_videoAd.LoadAd("ca-app-pub-9497790989899590/4640626164"new AdRequest.Builder().Build());
_videoAd.RewardedVideoAdListener = this;
}
private void Button_Click(object sender, EventArgs e)
{
if (_adVideoIsReady)
_videoAd.Show();
}
public void OnRewarded(IRewardItem reward)
{
// todo: Reward user
// reward.Amount contains the reward value;
_adVideoIsReady = false;
}
public void OnRewardedVideoAdClosed()
{
_videoAd.LoadAd("ca-app-pub-39402560********/####354917"new AdRequest.Builder().Build());
}
public void OnRewardedVideoAdFailedToLoad(int errorCode)
{
throw new NotImplementedException();
}
public void OnRewardedVideoAdLeftApplication()
{
throw new NotImplementedException();
}
public void OnRewardedVideoAdLoaded()
{
_adVideoIsReady = true;
}
public void OnRewardedVideoAdOpened()
{
throw new NotImplementedException();
}
public void OnRewardedVideoStarted()
{
throw new NotImplementedException();
}

Implementing a video in Android requires having more method, free to you to implement or not the others in order to notify the user that he will not have access to the rewards for example.

Final Conclusion

The implementation of advertisements can pay big dividends, you will have to be careful not to alter the user experience too much. Certain advertisements will be more suitable than others for an application, it is up to you to choose which one you want to implement. There are others that I have not detailed here.

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