So, Poodle Jumper has been out for a week - how's it doing?
Well, I can officially reveal that it's achieved (with virtually nothing in the way of marketing, remember), a grand total of 1,714 downloads worldwide. Not bad for week 1. The app has appeared in the top 100 games in its 2 game subcategories (Racing and Role Playing) for around 30 countries including the UK (only got to about 102 in the US, darn it!).
How's iAd faring? I was surprised firstly by how many ad requests were generated - over 31,000 in the first week. This means the average user who downloaded the app has generated nearly 20 ad requests (or about 10 minutes of play time).
If Apple was able to fulfil all these requests then even with a modest 1% clickthrough we'd be looking at around $900 revenue (before the "Apple Tax" ;-).
Sadly, the fill rate has hovered around the 12.5% mark, so actual revenue has been much lower ($15.76 to be exact, after Apple took their 40% cut).
Still, many more advertisers should be going on line in the coming weeks, plus iAd goes live in the UK next month, so the fill rate should increase significantly.
Of course, Apple have been fulfilling some ad requests with vanilla developer ads for other apps, but these don't get charged anything for impressions, and the clickthrough cost is only 25c, not the $2 for "real" iAds.
I'll keep you updated with the all important fill rate over the coming weeks - stay (i?)Tuned!