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How to Grow the Customer Lifetime Value for Your App

How to Grow the Customer Lifetime Value for your App?

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How to Grow the Customer Lifetime Value for Your App

•  Co-Founder madvertise

•  Mobile Ad Network, Berlin, 2008

•  Co-Founder Remerge

•  App Retargeting Platform, Berlin, 2014

•  Background: Technical Product Management

About Pan

Growth of the App Ecosystem

0

50

100

150

200

'09 '10 '11 '12 '13 '14

App Downloads

$ 0

$ 25

$ 50

$ 75

$ 100

'11 '12 '13 '14 '15 '16 '17

In-App Turnover

$ 0

$ 10

$ 20

$ 30

$ 40

'13 '14 '15 '16 '17 '18

Mobile Display Ad Spent

0

1

2

3

'12 '13 '14 '15 '16 '17 '18

Smartphone User

Sources: Apple, Google, Gartner, eMarketer

Bn Bn

Bn Bn

How Do I Get New Users?

•  Cost-per-Install campaign size 2015: $10bn

•  Facebook, Fiksu, Tapjoy, Applift, etc.

•  Do localized low-cost promotion

•  Social-Media, create valuable content

•  A good, innovative product helps

•  App store feature

Purchasing New Users is Increasingly Expensive

$ 1,00

$ 1,20

$ 1,40

$ 1,60

$ 1,80

$ 2,00

'12 '13 '14

Cost per Loyal User

Source: Fiksu, Nanigans

$ 0,00

$ 1,00

$ 2,00

$ 3,00

$ 4,00

$ 5,00

Q4 13 Q2 14 Q4 14

Facebook CPM

User Retention is a Problem

0%

10%

20%

30%

40%

50%

Month 1 Month 2 Month 3 Month 4 Month 5 Month 6

Active Users Per Month

Only 5% of all users still use an App after 6 months after install.

How Do I Fix This?

•  Use all tools you have

•  Guide them through the features

•  Bring value with social connection

•  Push Notification

•  Email

•  Retargeting

•  Use valuable & personalized messages

•  Analyze where & why users quit

Segment Your Users & Understand Funnel

E-Commerce Games •  Install

•  Registration

•  Open

•  Search

•  View Category

•  View Product

•  View Deal

•  Add to Cart

•  Purchase

•  Install

•  Registration

•  Open

•  Tutorial completion

•  Level

•  Virtual goods used

•  Purchase

Example: Games App

The Challenge

30 Days Audience In-Game Progress

Challenge

100

32 18

1

Num

ber o

f Use

rs

(inde

xed)

Actions Performed

Grow revenues by increasing

i) number of purchasing users

ii) revenue per user

Situation Majority of installs had low 30 days retention rate.

Less than 1% did a first purchase.

Custom Audience Segmentation Applied

1   2   3   4  

5   6   7   8  

9   10   11   12  

Free Player First-time Purchaser

Frequent Spender Whale

Beginner

Intermediate

Pro

User Profile

Spend Profile

Address Each User Segment Individually

Beginner •  In-active since 7

days

• Re-engage!

Intermediate • No purchase yet

• Convert to 1st

purchase!

Whale • Ran out of credits

• Recover spend

level!

189% Return on Ad Spend for Cervo Media

All results measured by independent external partner MAT by TUNE

“We started working with Remerge three months ago and we have achieved outstanding results. They have proven to have an excellent product as well as an amazing team. We definitely plan to rely on them in the future as part of our app retargeting efforts.”

Daniel Arroyave Head of Mobile Marketing, Funstage / Cervo Media

Results

Pan Katsukis| E-Mail: [email protected] | +49 151 61711577 | Twitter: @derpan | Remerge GmbH, Mühlenstr. 78, 10245 Berlin