Ads vs Sales

Discussion in 'Mac Programming' started by GFLPraxis, Apr 15, 2011.

  1. GFLPraxis macrumors 604


    Mar 17, 2004
    I'm working on building an application that will appeal to a specific but rather dedicated niche. I'm trying to figure out how best to monetize; simply selling the app for $1.99 or using advertisements. However, I simply have no idea how much money the ad-supported model translates to.

    Is the general consensus to use AdMob or iAds?

    What kind of returns are made on ads per user? Is there any studies or statistics I can refer to to get an idea of what I can expect depending on my users' usage patterns?
  2. lee1210 macrumors 68040


    Jan 10, 2005
    Dallas, TX
    One of the regulars around here, Sander, has a link to this in his signature:

    It describes his personal experience with this topic, and what affect any price tag (vs. free) has on how many people will use your app, and how that affects revenues. I haven't written any apps for the app store myself, but it was an interesting read for me anyway, so hopefully it is helpful for you.

  3. Sander macrumors 6502

    Apr 24, 2008
    That'd be me.

    I'd say it depends a lot on the type of application you are talking about. If it's of the type "I need this for my work, and if I use it only once or twice, I'd gladly pay $2 for it because it saves me a lot of time" then go for paid. If its something that few people will use, but they will use it often (as in a reference manual of sorts), then these few people will generate many ad views, and making it ad-supported may be beneficial.
  4. chown33 macrumors 604

    Aug 9, 2009
    on the Western Slopes, with E. A. Poe
  5. GFLPraxis thread starter macrumors 604


    Mar 17, 2004
    Much appreciated. As a sort of reference utility, I think I'll go the ad-supported route. A question, however. I suspect much of the userbase will be iPod Touch owners. Do ads cache when the iPod Touch is offline, or simply not display?
  6. Consultant macrumors G5


    Jun 27, 2007
    You don't have an iOS device? Just turn on airplane mode and test your app.

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