The document summarizes Do Quoc Khanh's presentation at Mobile Day 2012 for RubyCell Entertainment. Some key points from the presentation include discussing building a marketplace within a mobile app for selling virtual goods, subscriptions, and paid installations. The presentation also covered monetization strategies like in-app advertising, offerwalls that pay per installation, and case studies where these strategies have generated revenue. Overall, the document advocated developing new approaches to the subscription business model and creating a marketplace within a mobile app.
6. Go Launcher”
◦ 10,000,000 - 50,000,000
◦ 66 products on publisher home
◦ Build-in store to selling stuffs
◦ Sell everything for $0.99 or free
Themes
Widget
Application plug-in
7. App has its “MarketPlace” should have
◦ Huge user-base with high active users ratio
◦ A in-app store, where user buy something to
improve or change app’s features and user
interface
◦ An APP or website for designer/developer to create
plug-in, themes, contents and sell them
◦ Lot of marketing tools and a purchase platform
8. Build Your Own “MarketPlace“
On-device Subscription
Paid Install
In-app Advertising
Virtual Goods, IAP
Offerwalls – Pay Per Install
9. The subscription business model is a
business model where a customer must pay a
subscription price to have access to the
product/service.
11. Great content is required
Great users are required
Should work as mobile client for a classic
services
◦ PC Services: password manager, xem phim
◦ Mass Media: TVs, News
12. Build Your Own “MarketPlace“
On-device Subscription
Paid Install
In-app Advertising
Virtual Goods, IAP
Offerwalls – Pay Per Install
14. ColorBox Software
◦ Rip Off, $0.99, 2 millions downloads for only 4
days
◦ Dalton, $0.99, over 2 millions downloads
15. They all are professional
They have a lot of experiences, there is no
room for the beginner
They have tons of killer ideas in their
handbook
They know all others on the market and in
the industry
16. • Only Paid version
• Lite/Paid versions
• Cheap paid + In-app billing version
• Trail/active model
17. Could we create a killer app in Vietnam
with/for Vietnamese?
YES, but VERY HARD !!
18. Passion, again?
Talent’s problems
Creative process, is it hard?
Sound creation: sound FX, background music
design
The RED ocean
19. Build Your Own “MarketPlace“
On-device Subscription
Paid Install
In-app Advertising
Virtual Goods, IAP
Offerwalls – Pay Per Install
20. Is is work? In Vietnam, with apps for
Vietnamese?
Categories
◦ Admob vs Direct sold
◦ Rich Media / Full screen ads
◦ Delay to skip button
Professional In app ad optimization
Why tips and Trick do not work
21. YES or No
For Vietnamese?
Market size is increasing
22. Because it WORK! It works really well!
Higher “Fill Rate”
Better eCPM
Much better revenue at weekend
Monthly statistic data from a Vietnam Company
23. Banner Ads
◦ Size: 3
Android 320x50, 300x250
iPad: 120x600, 300x250, 468x60, 728x90
◦ Platform: iOS, Android, Website For Mobile Device
Rich Media / Full screen ads / Video ads
Delay to skip button
Notification Ads for Android
24. Select scene/layout/section to place ad is not
easy
◦ Why user enter the section
◦ Do they want get out
◦ Ad query by keywords for every sections
◦ Do not place ad in the “middle” section
Design product for ad-supported business
from the first concept design
25. Select ad rotate duration (Automatic refresh)
base on “Median Session Length” – need tools
to get MSL
“Ad Network Mediation” bring a better eCPM
Use “Filter Settings” to make sure your ad is
safe for your audience
The default “Age Appropriate Ads” for admob
ad is a trap for the beginer
26. Have you got enough statistic data?
Optimize every smallest pieces
Tools
◦ Google analytic for mobile
◦ Store’s analytic for developer
◦ Flurry
◦ Your own analytic tools
27. Build Your Own “MarketPlace“
On-device Subscription
Paid Install
In-app Advertising
Virtual Goods, IAP
Offerwalls – Pay Per Install
28. Virtual goods are non-physical objects
purchased for use in online communities or
online games.
Virtual goods are about an experience, just
like movies.
29.
30. A Game in PAPAYA Network
IN THE FIRST MONTH
◦ 280,000 installs
◦ 11,000+ votes
◦ 4.7 ratings
◦ 16% paying conversion
◦ $9.17 ARPPU
Convert 1 in 6 users to a paying
31. ”This year, revenue from virtual goods in
mobile games is expected to hit $500 million
in the U.S., up from $350 million in
2011, according to The Inside Virtual Goods
report being released today.”
⇧ 42% UP
32.
33.
34. VGs Categories
◦ Build-in virtual goods
◦ User-created virtual goods
Design product to maximize your VGs sale
◦ Circle – Circle – Circle
◦ Find the best prices
◦ Using the same method in sale and marketing
Improve Retain Users ratio with VGs
◦ Interaction quality is king
◦ Micro economic design in game
◦ What could i have
35. In-app Marketing for VGs
◦ Marketing channel in the product
◦ Awesome graphic and UI design for your shop
36. Build Your Own “MarketPlace“
On-device Subscription
Paid Install
In-app Advertising
Virtual Goods, IAP
Offerwalls – Pay Per Install
37. Success case studies
Did it work? How good is it?
The killer idea for startup in Vietnam
Where to find the best company provide
offer-wall service?
38. Glu Mobile with Gun Bros
Results
◦ Gun Bros has reached more than 6.8 million
downloads, with Tapjoy providing scalable and
effective promotion
39. YES
More revenue for your app
◦ 10-20%
The numbers
◦ CVR: 14.9%
◦ eCPM: $5.90
◦ CTR: 21.7%
40.
41. It best suit for Android and our local users
(Vietnamese) will like it because
◦ Everything is free
◦ People don’t like ad
◦ Offer-wall and Rewarded Installs method create a
strong revenue stream
Refs:http://techcrunch.com/2012/02/29/virtual-good-market-boom/I think people will soon stop being surprised about the purchase of virtual goods. I've heard many people ask why we buy virtual items like tanks, armor or gardens when it's not real. I ask them if they pay $10+ to go to the movies? When they answer yes (as nearly all do) then I ask them why if they're not gaining anything material. Virtual goods are about an experience, just like movies. If buying tanks or houses improve my experience in the games I play and they help create a positive, happy and engaging experience then why is that any different than paying for a movie? It's not. This market is just beginning and will continue to grow into a mainstream activity. I'm just happy to be part of it :-)