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Matt Lacey @mrlacey http://mrlacey.com/
I want you to create
awesome, financially
sustainable, apps
Build
something
quickly
Get loads
of
downloads
Make
millions
Build
something
Then a
miracle
happens
Make
millions
Build
something
Get few
downloads
disappointment
reality
no
2/3rds of apps lose money
“the app poverty line”
high costs and low sales
making money
it„s business
not about coding
"I prefer free apps with adds
[sic], cause they target all
categories of people. But
payed [sic] apps just target
well off people"
"For larger business apps, or
larger games, maybe it‟s
better to go with paid
options, in order to cover
cost and make profit."
“I‟ll earn more if I can just get
a higher ePCM”
“I‟ve got a great idea for an
app but I don‟t think people
will pay for it and I do want
to do adverts”
start with the app
build what people will pay for
inform entertain provide a
service
solve a problem
solve a hard problem
quality matters
crash reports, bug tracking &
analytics
monetization
indirectdirect
charging
fixed costs
great app updates support
variable costs
fixed + variable + margin
dev + recurring + margin
how much?
Availability of substitutes
Price of substitutes
Necessity
Who‟s paying
Brand awareness and respect
Relative cost to buyer
Perceived production value
Culture
Device
OS
Perceived value
Perceived lifespan
Payment options
Seasonality
experiment
IAP
freemium
freemium – 1 app or 2
IAP - easy to experiment
engagement & IAP
x18
IAP – beyond the app store
paying more than once
vary price by platform
Yes,
support multiple platforms
vary price by location
piracy
piracy – accept and embrace
phone v tablet
170%
vary price over time
trials
trials – help sales
time limited functionally
limited
other?
subscriptions
most effective revenue
model
A lesson from charities
retention is key
build in retention and
engagement from the start
enterprise pricing
indirect monetization
advertising
most popular revenue model
“If you‟re not paying, you‟re
the product”
If you‟re users aren‟t willing
to pay, perhaps someone
will pay for your users
seen as simple
attention encourage
clicks
not impact
experience
when to show
placement matters
effective integration is key
Full screen ads
generally generate the
more engagement and
ultimately more
revenue
Be prominent but at
appropriate breaks and
between content
banner ads
Acquisition
Click
Engagement
Impression Install
Lead
Mille
View
optimize for accidental clicking of ads
get in the way
have lots on screen at once
assume it‟s a silver bullet
fallback networks
cross promotion
smart targeting
affiliates and referrals
sell your own
sponsorship
games
with time with skill with money
promotion
5 downloads per month
ongoing
“good marketing will make a
bad product fail faster”
acquisition
App store promotion
halo effect?
merchandising
cameos
http://flic.kr/p/9vhF4E
obligatory clichéd image
Pricing mobile apps
Pricing mobile apps
Pricing mobile apps

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Pricing mobile apps

Notas del editor

  1. http://flic.kr/p/dX3m5h
  2. AgendaLook at background of industry and pricingLook at some options and how we can apply them
  3. Built by 14 year old – knocked Angry Birds off top of charts
  4. iSteam – 100000 in 3 months (3 devs)Ocarina - $1m in first yearEnigmo $5m in 15 months
  5. KunalVermaGoogle example of success1.5 million downloadsEarning 3 times what could in a traditional IT job in India
  6. 2 devs2 years work$2million+
  7. There are no absolutesNot every app is the sameBut this shouldn’t stop usThis is about patterns and general guidelines
  8. http://build.developereconomics.com/how-to-beat-app-competitors-marketing-matters/
  9. Vision Mobile: $500 per month = ~£325
  10. Ave. cost $10kAve. income $500
  11. The long tailDoesn’t work if you’re just a point in the tailWorks if you have lots of apps or you’re the store
  12. Whether you’re selling apps, clicks or eyeballsIf a race to the bottom is this just about competing on price – you can do better than this
  13. LinkedIn comments from developers discussing best monetization strategiesReally? Based on what?Even on a high end/expensive device? In all markets?
  14. As opposed to apps that don’t want to cover costs or make a profit?
  15. Given up on getting more users or producing more or a better product
  16. Having a product (or idea) is not the same as having a viable business
  17. Rather than what you want (or can) and then trying to work out how to monetize it later.Of course if you have funding to keep going while you amass a large user base and then work out how to monetize later go ahead. But you’ll need deep pockets and to be able to keep all those usersJust because you build it…Trying to monetize a small user base is very hard (especially if not highly focused) and you will likely be more profitable doing something else.But you have to build something you are knowledgeable and passionate about. So you care enough to make it great and keep going when it gets hard
  18. This is what people pay for.Even if that problem is what to do with free time – solved by a great new game
  19. Not as many people doing it – less competitionPeople more willing to pay more – potentially people pay big money for life changingsocial, weather and utility apps aren't where the real money is madefinance & business apps make money
  20. A reasonable assumption but backed up with figuresbetter app quality results in more downloads and revenue (http://build.developereconomics.com/how-better-app-quality-results-in-more-downloads-and-revenue/)
  21. crash reports & bug tracking > 3x revenueanalytics > 2.5 revenue
  22. Is it a race to the bottom?
  23. Dev/designPromotion/marketinginfrastructure
  24. Time can also include number of times usedDepends on app lifespanTime restriction normally the worse as often short and don’t give enough time to get addicted
  25. SupportInfrastructure(?)BackendPromotion/marketing/cost of acquisitionARPU/DLifetime Costs
  26. A high end 3d game can probably charge more than a simple casual game from an indie developer
  27. People don’t like it when the price goes down (if they’ve just paid more)Cheap initiallyThen higherThen come down after timeLots of fluctuations can be unsettling and is unnecessaryDifferent prices in different marketplaces (if platform has multiple marketplaces)
  28. Maximizing revenue
  29. Price elasticity of demand
  30. Be easy to buy fromSeamless integration is key to being effective – else just don’t do it : break in flow causes people to stopHow about offering to buy an extra life when die and close to reaching a new levelOrExtra points when close to a top scoreHear be fear – of bill shock
  31. IAP doesn’t just mean freemium but it’s one of the best ways to do freemium
  32. A separate FREE app is bad – get all your users and reviews in one placeTruly free provides no real benefit to you orFree users can end up with an inferior experienceMore to keep in sync for developers
  33. Engagement drives IAP for games:strategy trivia, family (http://build.developereconomics.com/engagement-drives-in-app-purchases-for-games/)people playing for longer leads to more from IAP more than 18x as much in some instances
  34. Depending on what platform allowsConsider other payment providersOffer not just a 30/20%age cutSmall fee and smaller %age – may work out cheaper for you on larger amountse.g. fortumo.com or do it yourself or PayPal
  35. Obviously good from your point of viewBut Make users LOVE you if don’t have to pay to use on each device. Especially if you can share/link details/progress across devicesAd supported, functionally limited trials are a different form of double charging that can frustrate users – a very short term view by devs : can give the impression to users that just want a quick return and not focusing on making the best products for the long term
  36. Competition and device precedents can mean this is the best approachSoundHound: free [MS], $4.99[ovi], $5.99[a]. $6.99[i]But this can anger and confuse customers – is this discrimination? It may be seen as such? What about paid on one OS but ad supported on another (e.g. Angry Birds)
  37. Why wouldn’t you?But make sure you feel appropriate on each platform : successful apps do thi
  38. Culture of country may impact what people are willing to pay
  39. Some platforms more than othersSome countries more than others
  40. Leak it yourself To control qualityBut modify approprately
  41. Typically higher prices on tabletGoogle I/O 2013a higher propensity to buy things on tablets vs. phones1.7x higher purchase rate on tablets
  42. Typically this means:Free or very cheap at firstThen a higher pricePrice comes down over time
  43. On Windows Phone: (marketplace stats from early 2012)70 times more downloads : 10% conversion rate : 7 times more sales
  44. Time can also include number of times usedDepends on app lifespanTime restriction normally the worse as often short and don’t give enough time to get addicted
  45. £2 a month isn’t really a big dealSmall amounts regularly are better than a bit once/occasionallyGet people in the habit of giving/spendingSmall amounts are easier to get
  46. Provide ongoing valueIncentivize/rewards/motivate repeated use – extra benefits the more days use the app consecutivelyEncourage re-engagement – get details to contact them, could just be push notification
  47. It’s harder to add laterBetter to build something that has retention/continuous engagement at it’s core
  48. Call for detailsIf an option - can charge bigComplicated, longer, more expensive sales processThey’re paying for support – make sure you can provideCould be as much as 10 times the price
  49. But least effective for generating revenue
  50. Not about how people are treated
  51. The premise of advertising funded businessAdvertising isn’t badIt’s worked well for many businesses for many years : e.g. newspapers, TV
  52. Simple because catch allIn reality want targeting
  53. Want person to notice the ad (and probably click on it)Without negatively impacting the experience the user actually wanted – to use the app and be entertained, informed or get something done
  54. When a break in flow may be appropriateYou’re saying “hey you may want to do this instead” – that isn’t why they opened the app isn’t it?When user may want to break from what they’re doing : leaving anyway, at the end of a task
  55. https://inneractive.jira.com/wiki/display/DevWiki/Ad+Placement+Strategy
  56. Harder to ignoreMore options to do somethingHigher CTRRich media is good here
  57. can be blocked – affects some platforms more than othersCan be blocked at a proxy level too, esp. on WiFi networksCan also be blocked by disabling data connection while playing/usingCan take up valuable screen real estate – matters more on smaller devicesAnecdotal evidence that in some markets/cultures ad supported apps are seen in a negative light due to the data/bandwidth costs of serving all the ads
  58. Higher eCPM != higher revenue – need highly target ads to get the higher rate and unlikely to eb able ot show as many of themDedvelopereconomics survey - those who obses about eCPM and fill rate ended up with the lowest overall return. There are more important things to worry about.
  59. Slightly better returnDon’t waste the opportunity – cross promotionA fallacy? – can multiple networks be as integrated as well?
  60. Be smart about how you target your ads.On web, one womens clothing company changed ads based on the weather of the place where viewer was from and saw 600% sales boost.
  61. If you have a targeted audience then may be more appropriate and pay better than generic ads
  62. Potentially higher return and more controlIf have a targeted audience.
  63. Sell the advertising once+ sponsored contentMatch brand values and targeted demographics
  64. Provide for and monetise all9 Tips for Indie Game Developers I Learned at GDC 2013 (David Silverman)http://gamedev.tutsplus.com/articles/roundups/9-tips-for-indie-developers-i-learned-at-gdc-2013/Refer back to piracy?
  65. Average downloads – out of 2 millionhttp://www.lukew.com/ff/entry.asp?1737
  66. 5 in a millionSo much harder than where’s wally
  67. SEO marketplace/app store – web – youtube
  68. Anon – various sources: not sure of original
  69. Have a strategyKnow the marketplace rulesApple won’t let you incentivize installs
  70. Not from app store promotion – leads to spikes in downloads at bestHigh in charts more likely to get thisNeed continual promotion to get continual high downloads (or go viral)
  71. Banner ads in simplest form
  72. success breeds successthink brand not appmonitise the brandangry birds the best example of thisclothes | toys | magazines | films | cartoons | every product you can think ofMore royalties from licensing
  73. Battle Bears – from SkyVu entertainmentBuilt the game first but had the intention to create the cartoon right from the start and with that comes further merchandising options
  74. "The Doodler has made cameo appearances in several other iPhone games, such as Parachute Panic, The Creeps, Finger Physics and Pocket God, just like the Pocket God Pygmies are playable in Doodle Jump." CROSS PROMOTION
  75. Build on successOr stand on the shoulders of giants
  76. Don’t put all your eggs