Experience with mobile apps with ads

Ender Nafi Elekcioglu endernafi at gmail.com
Thu Dec 5 17:12:33 EST 2013

A friend of mine is the co-founder of a game company which has focused on mobile games for 3 years.
According to her experience, Android users tend to *not* pay for the apps compared to iOS users.
Apple has developed a certain trust to itself among the users, apparently.

She also advises the *freemium* model unless the brand is very strong.


Badland, Limbo, etc. can be paid apps {unique game play, credibility via word of mouth};
Cut the Rope, Fruit Ninja can be paid apps {well-known publisher, strong brand, advertisement}.

Ninjump, Vector or a Scrabble-like game should be freemium *without* ads for iOS and *with* ads for Android.
Because there are many assets in these kind of games to sell via in app purchases;
bombs, shields, weapon pack, remaining letters, word solutions, etc.

A -maybe too- simple formula can be as following:
Build an addictive game for iOS, publish it free, increase the user count, make money from in app purchases,
after reaching a certain user number publish it for Android and make money from ads and -hopefully- in app purchases.

My 2 cents :)


~ Ender Nafi

On December 5, 2013 at 23:55:01, Bill Vlahos (bvlahos at mac.com) wrote:

I’m working on a new game and want to hear feedback on what sales strategies work.  

What is the experience by LiveCode users releasing free apps with advertising on iOS an Android? What ad systems do you use?  

Do Android users buy apps? If so, how do they compare to iOS users?  

Is there success in providing a version for free with ads and for pay without ads?  

Bill Vlahos  
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