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How app monetization is different from what we have learned from the web? Andrei Dementjev COO, Fortumo

Andrei Dementjev COO, Fortumo. Platforms New smartphone sales in Q2 2011 Every second smartphone sold is running Android

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How app monetization is different from what we have learned from the web?

Andrei DementjevCOO, Fortumo

Platforms

Platforms

New smartphone sales in Q2 2011

Every second smartphone sold is running Android.

Android 43%

Symbian 22%

iOS 18%

RIM 12%

Bada 2% Microsoft 2% Others 1%

Platforms

Smartphones in US (July 2011, comScore mobilens)

iOS and BlackBerry are installed on 49% of US smartphones

Google42%

Apple 27%

RIM 22%

Microsoft 6%

Symbian 2%

Other1%

App store revenues in 2010

82.70%

7.70%

4.90% 4.70%

Nearly 83% of app store revenues are made on iOS.

Platforms

 Glu Mobile: Android Revenues make only 1/10 of iOS revenues

Challenge: Why develop for other platforms if iOS is making most of the revenues?

Platforms

iOS has the highest level of competition

by Distimo 

Platforms

Rovio Angry Birds:

Android revenue = iOS revenue

Answer:Every platform can bring you money

Keywords:competition, experience, expertise, strategy

Going Global

Challenge: Developers are only aiming at established and rich markets like US and Western Europe

Going global

Android sales in 2011

40% of smartphones are sold in Asia-Pacific

Smartphones vs Feature phones

America: 29% vs Asia 70% vs EMEA 31%

Global reach

Answer:You should have a monetization strategy for every region. Asia Pacific USA Western Europe Middle East Latin America Eastern Europe CIS Africa

App stores

App stores

Challenge: Developers are ignoring alternative app stores

App stores

Alternative stores: Opera Mobile App

Store GetJar Appia (Pocketgear) AndAppStore Handango OnlyAndroid Insyde Market Amazon App Store SlideME Appoke YAAM

Regional stores:

Andronavi (Japan) Wandoujia (China) Appchina (China) Fasmicro App

Store (Africa) HiAPK (China)

Operator stores: Vodafone Live! OrangeWorld O2 Active

Manufacturer stores: HTC Market

Samsung Apps LG smartWorld Shop4Apps

(Motorola)

and many more..

..2 000 000 000 downloads on

GetJar only

Premium vs Freemium

Challenge:Developers rely on premium distribution models.

Premium vs freemium

Percentage of free apps:

Android Marketplace

Windows Phone Marketplace

BlackBerry App World

Nokia Ovi Store

Apple App Store

0% 10% 20% 30% 40% 50% 60%

Premium vs freemium

Why Premium is bad? App stores are full of low quality apps App purchase is an investment Cultural differences Weak and non effective billing solutions Free competitors Limited distribution options Piracy

Premium vs freemium

Why Freemium is good? More downloads Target long tail (just like offers) People are used with free apps Ability to adjust to different ability to pay Better global reach More distribution options Lower dependence from app stores Piracy

Premium vs freemium

75% of top 100 grossing iOS apps are games

65% of them are freemium

Answer:Avoid selling your gamesand use Freemium models!

Earn money from free games

Mobile adsOffers In-game purchasesSponsorships and special deals

Mobile ads

$15 billion in 2011.

Mobile ads

Challenge:Mobile ads makes my game slow and ugly.

Answer:Do it smart!

What's critical: Ad coverage Respect low-end devices Try different advertisers Think about UI and design Place ads on loading screens

Mobile offers

A great way to monetize non-paying users.

Mobile offers

Pros: great for monetizing non paying users global reach

Cons: be careful with what you offer you may be promoting competitors don't overload your game by offers don't replace payments with offers!

In-app purchases

What can be sold? virtual credits extra levels trial version activation extra features personalization banner-free version (weak)

In-app purchases

Consumable goods (virtual credits) 68% of in-app purchases

In-app purchases

Challenge: Developers are using ineffective payment methods

In-app purchases

In-app payment methods:

App store billing (Google checkout) – mostly credit card based,

high store margins.

Mobile operator billing (direct billing, premium sms) – good

coverage and conversion rates, low revenue shares.

Credit cards (Visa, Mastercard) – bad coverage, high revenue

shares, kills conversion rate.

Paypal – works in limited number of the countries

Prepaid cards, kiosks and vouchers – low conversion rates

Direct debit and others...

In-app purchases

or

AnswerAnalyze your user base and select the most suitable payment method and additional methods if needed.

In-app purchases

Challenge: Bad user experience during payment flow

vs

In-app purchases

In-app payment is impulsive Every new screen kills conversion by

10-15% Customers are not yet familiar with

mobile purchases Payment should look secure

Answer: Golden rules of in-app payment: the user should reach to the payment with a maximum of 3 clicks.

In-app purchases

Challenge: Developers ignore small details.• Currency

• Localization

• Terms and conditions

• Operator/billing provider logos (+ 15% conversion)

• Helpdesk and customer care

• Track user reviews and comments

• A/B testing

In-app purchases

Answer: Make your payment flow perfect!

In-app purchases

Challenge: Wrong game balance

Game is too difficult => they leave before buying

Game is too easy => they don’t need to buy Too few free levels => they are not yet addicted Too many free levels => they had enough

Answer:Develop the perfect balance for introducing paid content.

In-app purchases

Challenge: Wrong pricing policy

$2 in USA $2 in China

Answer:Adjust the prices according to purchasing power.

In-app purchases

Challenge: Lack of offline mode support.

According to Localytics, 15% of mobile apps are launched while offline .

Answer:Your game should be prepared to work and monetize while offline.

Thank you!Спасибо!

Andrei [email protected]: andrei.dementjev