ClickTag – shortening the cycle, increasing your revenues

One of the main obstacles we are constantly thinking about is the length of the conversion funnel. A user sees the ad, clicks on the ad, goes to the install page and and installs the apps. During these 3 steps, many of the users drop out and go elsewhere. with the more games button, the conversion funnel is even longer, as users click on the promotion which only then opens the ad. Shortening this cycle can improve conversions and increase your eCPM.

So, appnext is happy to announce the launch of another great tool that will work fantastically for you as an additional revenue generator – appnext ClickTag

ClickTag is a link that calls a new app URL each time it is triggered. The user gets the highest paying app offer based on GEO, platform and device type and is redirected straight to Google Play/AppStore eliminating additional layers and increasing conversion rate. We recommend to implement Clicktag as “App of The Day” or “Special Offer” directory placed within the app.

Take a look at the placement example on the pictures below. Integrated in form of a present, Clicktag calls to the users to be opened while seamlessly fitting the app UI.

clicktag

Developers who have already tried Clicktag reach about $3 eCPM on average and are quite happy with the results.

Can’t bare to update your SDK? No problem, the integration as simple as it gets – no need for an SDK. If you want to give it a try, I’ll be happy to guide you through a quick process. Just contact me at: jonathan@appnext.com

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Be The Next Flappy Bird

Dong Nguyen is the most important mobile games developer on the planet today. Don’t ever expect to hear from him again.

Nguyen, developer of the hysterical hit “Flappy Bird”, did the unbelievable and withdrew his incredibly addImageictive game from the various app stores after it became too popular.

Nguyen claims to have taken the game down because it was “an addictive product” in his words. His other high-performing games Super Ball Juggling and Shuriken Block both have the same 8-bit retro graphical UX and simple game controls but are “harmless”.

His other games obviously benefit from the success of Flappy Bird, yet he did not build in any kind of cross-promotion between his games.

The best apps do one thing, and they must do it exceptionally well. The same applies to mobile games: game play should implement one gaming principle as its main gaming mechanic.

Flappy Bird uses the gaming principle of “deceptive difficulty”. As its name suggests deceptive difficulty works by confusing the player as to the real level of difficulty of the game. Often this is implemented by letting the player work through easy levels as they learn the controls and the rules. It also works as enticement for them to keep on playing through harder levels.

One excellent example of this is Angry Birds (hmm, maybe this is a “bird game” thing after all…). It’s deceptively difficult. It uses the digital equivalent of a slingshot which most people intuitively understand, but it’s not as easy as it looks. Angle and power need to be balanced to get the perfect shot (most levels can be solved with a single, properly placed bird). Looks easy? But it’s not.

“How hard can this be?”

Nguyen’s game skipped the learning and confidence-building stages. The game controls are exceedingly simple – tapping the phone screen is the only user action – which adds to the deceptive difficulty effect.

The seeming ease-of-play coupled with the extreme difficulty of getting anywhere in the game (most players would be sweating profusely if they made it to five points) simply enflamed players’ egos. The relatively short few seconds before players smacked into anything and killed off their birds encouraged players to try again and again since they hadn’t invested a great deal of time in navigating a level. This created a kind of negative-reinforcement loop – perhaps the “addictive” nature of the game that so bothered Nguyen – that drove players to play again, and again, and again.

Although it’s apparent when the viral spike in downloads happened, nobody to this days knows why it happened. The developers did not invest in any kind of marketing, and certainly not any viral campaigns, yet the game’s meteoric rise to the top of the charts came about only by its virality. In short, its success is probably due to the following IM (or DM, however you’d like to call it) sent by tens of thousands of frustrated players: “OMG. Dude, you’ve got to try Flappy Birds. It’s impossible!”

Of course having a YouTube video posted titled “FLAPPY BIRD – DON’T PLAY THIS GAME!”, or a mainstream article “Let Me Tell You The Time That I Played ‘Flappy Bird’ For 8 Hours” screams for this game to be played.

Reportedly at its peak this game took in $50,000 a day, all of it from ads. This incredible number obviously comes from the sheer volume of downloads (45 million or more) and game-plays (45 million times does anyone really know?). The press is wondering how he can turn off this money-making machine by killing off his game, while conveniently forgetting that existing installs still work and will continue to generate revenue until the masses’ attention is directed elsewhere.

On the other hand the idea of scarcity (“I have a game that you can’t have”) may keep people playing it for longer than its viral tail would ordinarily suggest.

The take away for developers from Flappy Birds: clearly “deceptive difficulty” is an ideal gaming principle to implement, although it’s deceptively difficult to do it right (Ahem. Sorry about that.). It’s driven widespread adoption of some of the best mobile games of the last few years, especially among the casual-gamer segment. The key is to figure out how to create a game that is easy to play but very difficult to master.

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New Android SDK case study

Have you started working with our new SDK? Here’s another great example of how effective it is:
A new developer joined appnext after trying 3 different networks. The developer’s apps are all from the casual gaming and sport categories. Implementation of appnext interstitial was done during app launch.
After 10 days of activity, results are pretty impressive. Here’s an overview of his revenues thus far:

Casestudy

Needless to say, this developer is quite happy with his results. But he’s not the only. Since the launch of our new Android SDK we are seeing many similar results, some even better, across the board.

Don’t forget, our January promotion is not over yet - $500 bonus for reaching 300,000 impressions by the end of January. You’re invited to join in and generate high level of revenues!

 

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Get $500 bonus for 300,000 impressions!

Our new SDK is going very well. So well, actually, that we want to offer you a way to get in on the action. Starting now, for the entire month of January, only for Android developers, you can sign in at appnext and upload our ads in one or more of your apps. We will pay you a special bonus for that, as follows:

1. $100 bonus for 100,000 impressions.
2. $250 bonus for 200,000 impressions (meaning, an additional $150).
3. $500 bonus for 300,000 impressions (additional $250).

T&C: 
• impressions are for all the developer apps together. You can reach your target by implementing us in 1,2 or 15 apps. It’s the total impression count, that counts.
• No more than 1 bonus for each developer.
• You have to generate these impressions by the end of January 2014.
• When you reach 100K/200K/300K – just ping us and we will pay you within 7 days. No waiting until the end of month!

There are no strings attached. We strongly believe our new SDK will generate enough revenue you won’t dare to switch to anyone else. Time to make some money! Looking forward to working with you

Paying on time counts!

Paying on time is crucial.

We know how important the payment issue is for developers. Having to deal with payment problems is holding developer away from the main thing they should be doing – concentrating on making their apps work better, or creating new ones. We are also very much aware of developer complaints about many ad networks not paying on time, declining payment with false accusations, etc.

So, at appnext, we are 100% committed to paying on time.  Payment is made on net 10 basis. This means all developers will be paid within 10 days of the end of the month. Net 10 is not the ideal period of time for appnext, more the maximum period. appnext usually pay around net 5, and we pride ourselves for being the fastest and most reliable ad network when it comes to paying revenue.

Appnext payments are made by wire transfer or PayPal. Minimum amount for wire transfer is $200. Minimum amount for PayPal is $20. Weekly payments are also possible, if any developers generates over $2,500 within a week.

Paying on time maintains developers’ satisfaction and makes sure the circle of development keeps rolling. That’s what we’re here for!

 

 

Our new SDK – new features, much more revenue

It’s about time!

We are very happy to announce that our new revolutionary Android SDK has just been released. And this isn’t just another SDK release. Our new SDK will take any developer’s revenues to a whole new level.

So, what makes this new Android SDK so special?

  1. “Send by mail” function – in the interstitial itself, the user is offered to engage with the offer at a later date, by sending it to his email address. This additional engagement tool alone will increase conversions by %40-%100.
  2. Pay per user – once the user closes an ad, he is offered to register to receive apps or to update his mobile browser homepage. Appnext will pay 1c for each email registration and 0.5c for each browser update, for all countries! The registration offers are non-intrusive and will be shown once every few days.

In addition, we made our interstitial full screen, and made it load faster, but the big news the significant increase in eCPMs. We saw anywhere between 50 and 350 percent increase in eCPM, with the average increase in a single app around 170%.  No misprints here – over 100% increase in eCPM in 9 out of every tests we’ve made. And of course, the new SDK is 100% Google compliant.

So, to sum it up, we feel we have a groundbreaking tool on our hands. And we are happy to share it with you. Wonna see more? Click this link to review the SDK guide. Alternatively, you can just sigh up to appnext or, if you are already working with us – update your SDK.

Let’s make some money!

New SDK coming up!

Very soon we will contact all our developers to share our new SDK with them.

The new SDK is at its final testing phase and all test results are showing we have something extraordinary in our hands. The new SDK, with its new & special features, will provide added value to users while increasing performance and revenues to new heights.

 So, be prepared. We will present the updated SDK within a short period of time and explain more about the changes we’ve made. We are positive it will increase both the user and the developer’s satisfaction from the appnext solution.

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Lock screens – a chance for developer to create value from other apps

The Lock screen market on Android is booming! Over 200 apps on Google Play, all trying to create easy access to other apps, utilities and social services from the lock screen menu.

Lock Screen are a favorite feature for many users who prefer to avoid unlocking their phone unless they really have to. Successful Lock Screen services have many opportunities to monetize, either by implementing ad services such as appnext, or by using content advertising solutions (like Outbrain). One of them, which is currently working with us, is Widdit.

See the entire Lock Screen app inventory here.

Unfortunately Apple is completely blocking any Lock Screen prodcuts on iOS. But as Android market share continues to grow, there’s still a lot of room for some of the competitors to grow.

 

 

 

 

 

 

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Tip of the month – how important is your app name?

Either in the appstore or in Google Play,  your app name is considered to be a highly important factor in the algorithm that the app stores search engine use. So, how can you use your app name to reflect the content of your app/game, while luring users to install it?

While there is no definitive answer, your app name should be relevant to the service/product you are offering, tempting and persuasive and easy to identify among the other Million apps competing with you in each store. Your app name can be long but not too long, as the name could be cut in the search results page.

There are quite a few elements in both app stores you can play with – Icon, description, tags, etc. Changing your app name, however, is not recommended, as you might lose recognizability. So think long and hard before deciding what your app name is – it could mean the difference between success and failure.

Appnext will keep bringing you weekly tips on how to maximize your marketing efforts inside the app store, and elsewhere.

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Welcome to appnext

Hi all,

Welcome to our blog. Here’s where you’ll find additional information about appnext in general (who we are, what we do, companies we work with), helpful tools and tips for developers, test cases and success stories and other useful information.

In short, appnext was founded to help game developers on social and mobile platforms to generate more value from their game, either by adding more users or by monetizing them. Our own unique ad format and serving method ensures that users are not bombarded with numerous ads that have no relevance to them, but rather view them at certain time and place where they are more open to see other suggestions. Our unintrusive tools not only maintain user satisfaction from the game, but also generate high CTR and conversion rates, thus generating high eCPM payouts for the developers.

To learn more, visit our homepage and sign in.

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