Tag Archives: AdMob

Grow your games business with ads

There’s so much that goes into building a great mobile game. Building a thriving business on top of it? That’s next level. Today, we’re announcing new solutions to increase the lifetime value of your players. Now, it’s easier than ever to re-engage your audience and take advantage of a new, smarter approach to monetization.

Help inactive players rediscover your game

Let's face it, the majority of players you acquire aren't going to continue engaging with your game after just a handful of days. One of the biggest opportunities you have to grow your business is to get those inactive players to come back and play again.

We’re introducing App campaigns for engagement in Google Ads to help players rediscover your game by engaging them with relevant ads across Google’s properties. With App campaigns for engagement, you can reconnect with players in many different ways, such as encouraging lapsed players to complete the tutorial, introducing new features that have been added since a player’s last session, or getting someone to open the game for the first time on Android (which only Google can help with).

Learn more about it here or talk to your Google account representative if you’re interested in trying it out.

Rediscover game 1

Generate revenue from non-spending players

Acquiring and retaining users is important, but retention alone doesn’t generate revenue.  Our internal data shows that, on average, less than four percent of players will ever spend on in-app items. One way to increase overall revenue is through ads. However, some developers worry that ads might hurt in-app purchase revenue by disrupting gameplay for players who do spend. What if you could just show ads to the players who aren't going to spend in your app? Good news—now you can.

We’re bringing a new approach to monetization that combines ads and in-app purchases in one automated solution. Available today, new smart segmentation features in Google AdMob use machine learning to segment your players based on their likelihood to spend on in-app purchases.

Ad units with smart segmentation will show ads only to users who are predicted not to spend on in-app purchases. Players who are predicted to spend will see no ads, and can simply continue playing.  Check it out by creating an interstitial ad unit with smart segmentation enabled.

Smart Segmentation Flow

To learn more about news ways to help you increase the lifetime value of your players, please join us at the Game Developers Conference. Location and details are below:


What: Google Ads Keynote
Where: Moscone West, room #2020
When: Wednesday March 20th at 12:30 PM


I'm excited for the week ahead and all the new games you’re building—I’m always on the lookout for my next favorite.


Source: Google Ads


Take your mobile games business to the next level with Google AdMob and Google Ads at GDC

Each year, the global games community gets together in San Francisco for the Game Developers Conference (GDC), a major industry event for developers, publishers, and business professionals working in games to learn, get inspiration, and make new connections to grow their business. 

This year at GDC, our Google AdMob and Google Ads team have several sessions and activities lined up to share the latest product innovations and best practices, all geared toward helping you grow and scale your mobile games business through user acquisition and monetization.

To help you navigate all the content and plan your agenda more easily, here’s a preview of the major speaking sessions and activities that we have planned for you.

Talks

Monday, March 18

Google Mobile Developer Day: 3 tips to help your mobile games business succeed 

  • Time and location: 12:10 - 12:25 PM at Moscone West (room #2020)
  • Speaker: Duke Dukellis, Director, Product Management, Mobile App Advertising, Google
  • Summary: Join this session to hear pro tips on how to enhance your monetization strategy with better user experience design and innovative new ways to monetize non-purchasers to maximize growth and revenue. The session will be available via livestream

Wednesday, March 20

Google Ads Keynote: Growing your games business with ads

  • Time and location:12:30 - 1:30 PM at Moscone West (room #2020)
  • Speaker:Sissie Hsiao, VP, Product Management, Google
  • Summary:The global gaming industry has become increasingly competitive. At Google we have been investing in providing new tools and solutions to help you stay ahead of the curve by gaining a loyal fanbase and building sustainable revenue streams. Join this keynote to learn about Google’s latest growth and monetization innovations that make it easier for developers to grow their user base and find and retain high-value players.

Google Booth Talk: Rewarded ads best practices

  • Time and location: 4:00 - 4:30 PM at the Google Booth Theatre
  • Speaker: Ed Weng, Product Manager, Google AdMob
  • Summary: Designed with practitioners in mind, join this session to learn best practices for rewarded ads with real-world examples to help you implement and optimize this popular, player-friendly ad format.

Thursday, March 21

Google Breakout Session: Making the most of Google’s app ads and monetization innovations for strategy and casual games

  • Time and location: 10:00 - 11:00 AM at Moscone West (room #3009)
  • Speakers: Ed Weng, Product Manager, Google AdMob; Jennifer Lui, Product Manager, Mobile App Ads, Google
  • Summary: Get the inside scoop on how to leverage Google’s advertising solutions for your games. Whether your game is strategy or casual, our experts will share pro tips on user acquisition and monetization to help you deliver the very best app and ads experience to your players.

Google Booth Talk: Optimizing monetization strategies for casual games

  • Time and location: 10:00 - 11:00 AM at Moscone West (room #3009)
  • Speakers:Ed Weng, Product Manager, Google AdMob; Daehyun An, Global Product Lead, Mobile Apps, Google
  • Summary: Casual games have enjoyed rapid growth in the past few years. Join our product experts and learn tried-and-true tips with real world examples to help you enhance your user acquisition and monetization strategies for this game category.

Google Booth Talk: Optimizing monetization strategies for strategy games

  • Time and location:10:00 - 11:00 AM at Moscone West (room #3009)
  • Speakers: Ed Weng, Product Manager, Google AdMob; Kyle Rapp, Global Product Lead, Mobile Apps, Google
  • Summary: With a focused and valuable player base, strategy games are faced with unique challenges. Join this session to learn actionable tips and best practices to grow your strategy game while unlocking new monetization opportunities.

Activities

March 20 to 22

Explore new ways to level up your gaming business at the Google booth 

  • Time and location: 10:00 AM - 5:00 PM daily in the Central Hall of the Moscone Convention Center
  • What to expect:Come visit us in person at GDC to explore new products and learn about feature launches across Google products. From Google Ads, AdMob, Cloud, and Maps, learn about ways to take your game to the next level. 

Wednesday, March 20

Connect with the gaming community at the Google Mixer

  • Time and Location:6:00 - 10:00 PM at Mezzanine
  • What to expect: Join fellow game professionals from around the world at the Google Mixer to network, wind down, and have some fun. This is an invitation-only event so please contact your account manager at Google if you’re interested in attending. 

We’re excited to share new product innovations, industry insights, and best practices at this year’s GDC to help you take your mobile games business to the next level. We hope to see you there!

Follow us on Twitter to get live coverage from the event and more.

The latest AdMob updates: making more money with mobile app ads

We know app developers of all sizes need valuable and easy-to-use solutions to earn more from their apps. That’s why we’ve invested in providing tools that not only empower you to build sustainable revenue streams, but also make your job easier. 

Here are a few vital ways we help developers grow their businesses, along with a look at what’s new. 

Google’s advanced monetization technology

Earlier this year we introduced Open Bidding in beta, a new monetization model where all participating ad buyers compete simultaneously in one unified auction. Developers using Open Bidding are already seeing more ad revenue and less latency for their users. 

Today, we are excited to announce that the Open Bidding program now features eight advertising partners for mobile ad buying. In addition to OpenX, Index Exchange, Smaato, Tapjoy and AdColony, now Facebook Audience Network, AppLovin, and Rubicon Project are joining the ongoing beta. With these new partners, we're offering diverse sources of app advertising to compete for ad inventory in real time, driving even more revenue for app developers. 

"AdColony is excited to join forces with Google to move the app monetization ecosystem forward with Open Bidding. AdMob’s scale of advertiser demand and ease of integration provides a tremendous opportunity for app developers to drive more revenue and operational efficiency.”

- David Pokress, EVP Publishing & Account Management at AdColony

We’re continuing to add new features to Open Bidding based on feedback from our beta participants, including support for all ad formats like interstitial, rewarded, banner, which are all available today, and native, which will be added soon. 

In addition to asking for more formats and advertising demand, developers participating in our beta have also asked us for transparency into who is bidding on and buying their ad inventory. We’re pleased to announce that we'll be adding a new auction report that allows developers to understand how their different advertising partners are performing. Open Bidding Auction Reports will be available to beta participants early next year. 

google-admob-open-bidding-new-ads-partner

While we’re paving the way for the next era of monetization technology, we also know that waterfall mediation* isn’t going away anytime soon. That’s why we’ve built Open Bidding to work seamlessly with waterfall mediation to maximize the value of every impression and simplify operations. Beta participants have noted the compatibility as a meaningful value-add. 

Get set up quickly with developer-first tools

Regardless of whether developers use waterfall mediation, Open Bidding, or both, we’re committed to delivering the best experience on our platform. We know onboarding processes can be painful and create extra work—but we’ve got a few new tools to help with that. 

AdMob’s new Mediation Test Suite beta makes it easier to test if your app is set up correctly to display ads, so you don’t miss out on revenue. Now, if you hit a snag with the SDK integration, you can test each individual network and instantly identify the source of the issue (e.g. SDK, adapter, credentials, etc.)—no more blindly troubleshooting issues and searching for the source. Once everything checks out, you’ll see an ad in the testing environment to confirm that the pipes are ready.

Another new beta feature is the ability to “warm up” your SDK adapters to reduce timeouts on the first ad request. Soon, you'll be able to initialize all SDK adapters in a single call to AdMob, ensuring all adapters are ready to go when the first ad is requested. 

Our goal is to make setup easier. And if you do get stuck, we have the resources and global support to help you move fast.

In addition to building better tools, we’re partnering with players across the ecosystem and moving to a more efficient model that enables developers to earn more from their apps. Stay tuned for more exciting announcements over the next few months. 


*Waterfall mediation uses historical revenue data to prioritize networks and call them one at a time. 

Announcing v17.0.0 of the Android Google Mobile Ads SDK

Google Mobile Ads SDK v17.0.0 for Android has just been released, and it comes with two important changes that you should be aware of:

  1. A tag is now required in AndroidManifest.xml.
  2. NativeAppInstallAd and NativeContentAd APIs are deprecated in favor of UnifiedNativeAd.

Required AndroidManifest.xml changes

Starting in version 17.0.0, if you are an AdMob publisher you are now required to add your AdMob app ID in your AndroidManifest.xml file. Once you find your AdMob app ID in the AdMob UI, add it to your manifest adding the following tag:

<manifest>
<application>
<!-- TODO: Replace with your real AdMob app ID -->
<meta-data
android:name="com.google.android.gms.ads.APPLICATION_ID"
android:value="ca-app-pub-################/##########"/>
</application>
</manifest>

Failure to add this tag will result in the app crashing at app launch with a message starting with "The Google Mobile Ads SDK was initialized incorrectly."

What if I'm using Google Ad Manager instead of AdMob?

Publishers using Google Ad Manager will need to declare themselves as an Ad Manager app with a different tag to avoid the same crash:

<manifest>
<application>
<meta-data
android:name="com.google.android.gms.ads.AD_MANAGER_APP"
android:value="true"/>
</application>
</manifest>

See the getting started guide (AdMob | Ad Manager) for additional details on how to make this change.

NativeAppInstallAd and NativeContentAd APIs are deprecated

This release also officially deprecates the NativeAppInstallAd and NativeContentAd APIs in favor of the previously released UnifiedNativeAd API. The UnifiedNativeAd APIs offer a consolidated way to render any type of native ad, reducing the number of lines of code needed to integrate native ads by up to 50%.

The following example shows how to load both app install and content ads using the new unified API:

AdLoader adLoader = new AdLoader.Builder(context, "ca-app-pub-3940256099942544/2247696110")
.forUnifiedNativeAd(new UnifiedNativeAd.OnUnifiedNativeAdLoadedListener() {
@Override
public void onUnifiedNativeAdLoaded(UnifiedNativeAd unifiedNativeAd) {
// Show the ad.
}
})
.build();
adLoader.loadAd(new AdRequest.Builder().build());

Check out the native ads guide to get started with the unified API.

What else changed?

See the release notes for a full list of changes. If you have any questions about the release, please reach out to us on the Google Mobile Ads SDK developer forum.

Announcing the Mediation Test Suite Beta

Today we're announcing the release of Mediation Test Suite Beta. Mediation Test Suite is a lightweight SDK that enables Google AdMob publishers to easily test mediation ad network integrations without having to make changes in the AdMob UI, saving you and your developers time. It is available on Android, iOS, and Unity.

Mediation Test Suite allows you to:

  • View a full list of mediation ad source configurations for your app
  • Automatically check your project for missing SDKs, adapters, and manifest changes required by partner ad sources
  • Load a banner, interstitial, rewarded, or native ad for any ad source using a certified Google Mobile Ads SDK implementation
  • Batch test multiple ad sources for the same ad unit
  • Test both open source mediation adapters and custom event adapters

Integrating Mediation Test Suite is easy -- once you have the SDK imported, it can be launched with just a single line of code. All you need is your AdMob app ID.

On Android, the launch code looks like this:

import com.google.android.ads.mediationtestsuite.MediationTestSuite;
...
String appId = "YOUR-ADMOB-APP-ID";
MediationTestSuite.launch(MainActivity.this, appId);

On iOS, all that's required is importing the correct header and launching the Test Suite:

#import "GoogleMobileAdsMediationTestSuite.h"
...
NSString* appId = @"YOUR-ADMOB-APP-ID"
[GoogleMobileAdsMediationTestSuite presentWithAppID:appId
onViewController:self delegate:nil];

Unity is just as simple, but please note that you need to use the appropriate app ID for your platform:

using GoogleMobileAdsMediationTestSuite.Api;
...
#if UNITY_ANDROID
string appId = "YOUR-ANDROID-ADMOB-APP-ID";
#elif UNITY_IPHONE
string appId = "YOUR-iOS-ADMOB-APP-ID";
#else
string appId = "";
#endif
MediationTestSuite.Show(appId);

Including Mediation Test Suite in production builds is optional

You are not required to keep the Mediation Test Suite library in the production release of your app; however, you may choose to leave it in and hide it behind a debug gesture. Doing so enables you to launch Mediation Test Suite within your production build.

You can find more information about how to use Mediation Test Suite in the developer guide (Android | iOS | Unity). Remember that Mediation Test Suite is a beta product, so if you have any questions or feedback, please contact us on the developer forum.

Consent SDK removes limit of 12 ad technology providers

To support publishers in meeting their duties under the Google EU User Consent Policy, Google offers a Consent SDK. The Consent SDK is an open-source library that provides utility functions for collecting consent from your users. The full source code is available on GitHub.

With the latest release of the Consent SDK (v1.0.5 for Android or v1.0.2 for iOS), the Google-rendered consent form is now compatible with any number of ad technology partners, including the full list of commonly used partners. Apps that update to the latest version of the Consent SDK can start taking advantage of this additional flexibility immediately.

You can find additional documentation for the Consent SDK on the Google Mobile Ads Android and iOS developer docs. If you have any questions about implementing the Consent SDKs, you can reach us on our forum.

Simpler Native Ads Implementation with the Unified Native Ads API

Today we're pleased to announce the release of the Unified Native Ads API, an easier way to implement AdMob Native Ads Advanced. This feature is now available in Google Mobile Ads for iOS, as of version 7.28.0. The Android version will be made available in an upcoming release.

With this feature, the existing native ad formats in Native Ads Advanced — GADNativeAppInstallAdand GADNativeContentAd— are replaced by a single format, GADUnifiedNativeAd. The corresponding views, GADNativeAppInstallAdViewand GADNativeContentAdView, are replaced by a single corresponding view, GADUnifiedNativeAdView.

Using the Unified Native Ads API, you no longer need to create UIs for ad content and app install ad formats separately. Instead you will create one UI for unified native ads, saving you time from developing and maintaining two separate UIs and associated code for the two previous ad formats, while still getting the same ad demand.

Here's a short code example showing how your implementation might change when migrating from the separate formats to the new unified format:

@implementation ViewController

- (void)viewDidLoad {
[super viewDidLoad];

// Note here we request only `kGADAdLoaderAdTypeUnifiedNative` and no
// longer request both `kGADAdLoaderAdTypeAppInstall` and
// `kGADAdLoaderAdTypeContentAd`
self.adLoader = [[GADAdLoader alloc] initWithAdUnitID:YOUR_AD_UNIT_ID
rootViewController:self
adTypes:@[ kGADAdLoaderAdTypeUnifiedNative ]
options:nil];
self.adLoader.delegate = self;
[self.adLoader loadRequest:[GADRequest request]];
}
}

#pragma mark - GADUnifiedNativeAdLoaderDelegate
- (void)adLoader:(GADAdLoader *)adLoader
didReceiveUnifiedNativeAd:(GADUnifiedNativeAd *)nativeAd {
// A unified native ad has loaded, and can be displayed.
}

// Note that the two separate ad type delegate callbacks are no longer needed.
#pragma mark - GADNativeAppInstallAdLoaderDelegate
- (void)adLoader:(GADAdLoader *)adLoader
didReceiveNativeAppInstallAd:(GADNativeAppInstallAd *)nativeAppInstallAd {
// An app install ad has loaded, and can be displayed.
}

#pragma mark - GADNativeContentAdLoaderDelegate
- (void)adLoader:(GADAdLoader *)adLoader
didReceiveNativeContentAd:(GADNativeContentAd *)nativeContentAd {
// A content ad has loaded, and can be displayed.
}

With the Unified Native Ads format, you still need to respect the required and recommended assets for display, and check the availability of certain assets when displaying the Unified Native Ad.

For detailed documentation on how to implement Unified Native Ads, refer to the developer documentation and the updated sample code.

If you have any questions about this feature in the Google Mobile Ads SDK, please drop us a line at the developer forum.

Use ad content filtering to help improve your users’ ad experience

Cross posted from the AdMob blog.

Optimizing the ad experience on your app for a varied audience can be difficult. Showing users ads that are a better fit can improve their overall ad experience and help maximize your app’s revenue.

AdMob has launched a new feature that allows you to specify the content rating for Google ads served in your app. With the new max_ad_content_rating signal, you can now choose the content rating of Google demand that you want to deliver on a per-request basis.

Four content rating choices offer you the granularity you need to provide users at each level with a better user experience. The four new content rating choices are:

  • G: Content suitable for general audiences
  • PG: Content suitable for most audiences with parental guidance
  • T: Content suitable for teen and older audiences
  • MA: Content suitable only for mature audiences

You can start sending the new max_ad_content_rating signal in the Google Mobile Ads SDK by following these Android and iOS guides. To learn more about the new signal and the content rating choices, visit the AdMob help center or contact your Google account team.

Posted by Alexa Haushalter, Product Manager, AdMob

Use ad content filtering to help improve your users’ ad experience

Optimizing the ad experience on your app for a varied audience can be difficult. Showing users ads that are a better fit can improve their overall ad experience and help maximize your app’s revenue.

AdMob has launched a new feature that allows you to specify the content rating for Google ads served in your app. With the new max_ad_content_rating signal, you can now choose the content rating of Google demand that you want to deliver on a per-request basis.

Four content rating choices offer you the granularity you need to provide users at each level with a better user experience.

The four new content rating choices are:

  • G: Content suitable for general audiences 
  • PG: Content suitable for most audiences with parental guidance 
  • T: Content suitable for teen and older audiences 
  • MA: Content suitable only for mature audiences 


You can start sending the new max_ad_content_rating signal in the AdMob SDK by following these Android and iOS guides.

 To learn more about the new signal and the content rating choices, visit the AdMob help center or contact your Google account team.

Source: Inside AdMob


Simpler testing with new AdMob test ads

Today we're announcing a behavior change when requesting test ads using the Google Mobile Ads SDK. It enables you to test your own ad units while also ensuring that you are in test mode.

When using the Google Mobile Ads SDK during development, we recommend that you configure your device to request test ads. Always testing with test ads is important so you avoid having your account flagged for invalid activity.

Previously, enabling test ads resulted in the same sample ad like this one being shown in your app:

While this worked well as a basic check, it didn't allow for testing what real ads would look like in a production environment. For example, you couldn't test your mediation configurations or the different types of banner and interstitial formats that AdMob offers. The update we're rolling out addresses these problems.

New Test Ad Behavior

Starting today, apps built against Google Mobile Ads SDK 11.6.0 or higher on Android or 7.26.0 or higher on iOS can take advantage of the new behavior of test ads, which serves production-looking ads without charging advertisers. With this change, you can safely test the clickthrough behavior of your ads without your account getting flagged for invalid activity.

Banner, interstitial, and rewarded test ads now show a "Test Ad" label in the top-middle of the ad to give you a visual indicator that the ad returned is actually a test ad.

Sample 300x250 Banner ad

For native advanced test ads, the headline asset has the text "Test Ad" prepended.

Sample native content ad.

Test ads with Mediation

When using mediation, ads shown from third-party ad networks won't display the test ad label. Only Google ads show the test ad label. You are responsible for ensuring that your testing of third-party ad networks is compliant with their stated policies. See each mediation network's respective mediation guidefor more information on how to enable test ads on those networks.

See the testing guide (Android | iOS) for more information on how to enable test ads in the Google Mobile Ads SDK. If you have any questions, contact us on the developer forum.