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US Android Market Downloads, March 2012 (in Millions)




                                                 Free (99.1%)
                                                 Paid (0.9%)




          Source: Xyologic, April 2012 Report
US iPhone App Downloads, March 2012 (in Millions)




                                               Free (87.4%)
                                               Paid (12.6%)




        Source: Xyologic, April 2012 Report
Source: AppAnnie.com
Source: Distimo, VDC Conference 2011
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Average price of Top-Grossing Apps, January 2012




    Source: Distimo
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IAP Tips and Tricks
VP of Production - Sean Thompson
          @seanethompson
About Mobile Deluxe


• Mobile Developer since 2003
• Apr. 2010 - Started Free transition
• Dec. 2010 – Released free Solitaire
  Deluxe®
• July 2011 – Overall free revenue>paid
  revenue
     • Driven by Solitaire Deluxe® (iOS) and
       Daily Blackjack on Verizon (Brew).
Free Transition


• Regardless of company size, going free
  requires a leap of faith.
     • Many large, legacy developers still have
       not embraced free.
• It’s easy to quantify paid LTV.
     • Net Revenue from the Purchase is LTV.
• Free LTV has more possible outcomes.
     • You control your LTV: based on Retention
       and Monetization
Why free?


• Current App Stores are open markets;
  anyone can enter.
     •   Apple App store: 725,000+ apps
     •   Google Play: 450,000+ apps
     •   Amazon Appstore: 30,000+ apps
• Premium or Free, you need users to
  download your app.
     •   In a huge catalog, you are responsible for
         getting your app noticed.
     •   Easier to acquire users on a free app.
Why IAP?


• Ad supported model is entirely
  viable, but ad revenue will fluctuate.
     • Based upon the supply of ad impressions
       in apps and demand of ad purchasers.
• IAP gives you more control over your
  revenue stream.
• IAP allows merchandising opportunities
  (sales, bundles, etc.)
Case Study


• Brew Daily Blackjack
     • Converted from Premium app to Free
       app in May 2010.
     • Uses Verizon AVB for IAP
     • Downloads increase 3000%+
     • Revenue increased 500%+
     • Unseated Tetris as Top Seller
A Simple Equation




LTV > CPA
A Simple Equation




           LTV > CPA
To be successful, the average Lifetime Value
  (LTV) of a user must be greater than the
   average cost of acquiring a user (CPA).
5 keys for LTV>CPA


1. Live App: Your app is a service

2. User Acquisition: BYOU

3. Analytics: Ignorance is not bliss

4. Social Interactions: A must have

5. Research: Do Your Homework
Live App:
Your app is a service
Live App


• Paradigm shift from “Release and Move
  On” to “Release, Evaluate & Iterate”.
     • Iteration is required to get your app
       properly tuned.
     • Beta test to make sure you are ready for
       prime time.
     • Bug fixing = happy customers = good
       ratings = more downloads.
Live App


• Think about post-launch content releases
  when you design your app.
     • New content keeps users engaged.
     • Engaged users are more likely to be
       retained.
     • App updates are chance to re-engage
       lapsed users.
User Acquisition:
     BYOU
User Acquisition



• If your plan is
     “I’m going to make a great game and [App
     Store] will totally feature it,”
     …you will most likely be disappointed.
• A free app with no UA activity will get <
  100 DL a day.
• You must BYOU (Bring Your Own Users)!
     • You must develop a UA strategy!
User Acquisition


• How we acquire users:
User Acquisition


• You need thousands of downloads a day
  to yield sufficient paying users.
     • Far less than 5% of users pay.
     • Non-payers can still be valuable.
• Experiment with different channels and
  measure the results.
• All users are not created equal
     • Pay close attention to value of users by
       channel.
User Acquisition


• Social/Viral user acquisition is vital.
     • Every User you get for free reduces
       overall CPA
• If you have multiple apps, cross-selling
  between them is critical.
     • If you can pay once for a user in 2
       apps, that reduces CPA.
• Look to ad-swap with fellow developers.
Analytics:
Ignorance is not bliss
Analytics


• Analytics are not a substitute for
  creativity.
     • Retention charts won't magically give you
       a killer app idea.
     • User data won't write your code for you.
     • A/B testing isn’t an art style.
• However…
Analytics


• Analytics are critical to creating a
  successful app.
     • First level of analytics tells you about
       general app usage.
     • Second level of analytics helps you
       answer questions about why. Cohort
       analysis, funnels, etc…
     • Given the iterative nature of free
       apps, good data is actionable data!
Analytics


• Some KPIs (Key Performance Indicators) we
  use:
     •   Daily/Monthly Active Users (DAU/MAU)
     •   $/DAU (or ARPDAU)
     •   Retention Rates
     •   LTV
     •   $/DL
     •   CPA (Direct and Blended)
     •   Cross Sell %
Analytics


• Who to use?
    •   Flurry
    •   Kontagent
    •   Mixpanel
    •   Localytics
    •   Social Game Network (segue to…)
Social Interactions:
   A Must Have
Social Interactions


• Why go social?
     • Acquisition
       • New users can discover you via Social Feeds
     • Engagement
       • Users are more likely to participate with
         friends.
     • Monetization
       • Wooga’s Diamond Dash on iOS – FB Connect
         users are 8X more likely to spend.
Social Interactions


• Who to use:
    •   Facebook
    •   Twitter
    •   Game Center
    •   GREE/OpenFeint
    •   Playphone
    •   Papaya
    •   Mobage
    •   Viximo
Social Interactions


• What to look for in a social game
  network:
     •   Feature list
     •   Cost
     •   Analytics included
     •   Cross-Platform
Research:
Do Your Homework
Research


• General Industry News:
     •   @kimmaicutler – TechCrunch
     •   @deantak – VentureBeat
     •   @InsideNetwork – Inside Mobile/Social
     •   @pgbiz – Pocket Gamer UK
     •   @AllThingsD – WSJ/All Things Digital
     •   @SAI – Sillicon Alley Insider
Research


• Analytics:
     • The Flurry Blog: http://blog.flurry.com/
     • Kontagent Kaleidoscope:
        http://kaleidoscope.kontagent.com/

     • Distimo Monitor Blog:
        http://monitor.distimo.com/app-store-analytics-blog

     • Caryl Shaw Presentation:
        http://www.slideshare.net/caryl_shaw/would-you-like-some-
        data-with-your-coffee-aka-the-key-analytics-you-should-start-
        every-day-with-10031647
Research


• Free Revenue Models:
     • Gamesbrief Free-to-Play spreadsheet:
        http://www.gamesbrief.com/spreadsheet/

     • Dub It - Social Gaming Glossary:
        http://www.dubitplatform.com/blog/2011/12/31/the-2012-
        social-gaming-glossary-15-of-the-most-important-social-game-
        jargon/

• Social Interactions:
     • FB Developer Showcase:
        https://developers.facebook.com/showcase/diamonddash/
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In-App Purchasing Webinar - Verizon Developer Community

  • 1.
  • 2. • • – • –
  • 4.
  • 6. – • – • – • –
  • 7.
  • 9.
  • 10. US Android Market Downloads, March 2012 (in Millions) Free (99.1%) Paid (0.9%) Source: Xyologic, April 2012 Report
  • 11. US iPhone App Downloads, March 2012 (in Millions) Free (87.4%) Paid (12.6%) Source: Xyologic, April 2012 Report
  • 12.
  • 13.
  • 15. Source: Distimo, VDC Conference 2011
  • 16. – • – • – • –
  • 17.  • – • – –
  • 18.
  • 19.
  • 20. Average price of Top-Grossing Apps, January 2012 Source: Distimo
  • 21.
  • 22. • • – • •
  • 23. – – • – – • – –
  • 24. • • – – – • – • – – • –
  • 25. – – – •
  • 26. – – –
  • 27.
  • 28. • • – – • • –
  • 29.
  • 30. • • – • – •
  • 31.
  • 32.
  • 33. – • – • • –
  • 34.
  • 35.
  • 36. • • • – – •
  • 37. • • • – – –
  • 38.
  • 39.
  • 40. IAP Tips and Tricks VP of Production - Sean Thompson @seanethompson
  • 41. About Mobile Deluxe • Mobile Developer since 2003 • Apr. 2010 - Started Free transition • Dec. 2010 – Released free Solitaire Deluxe® • July 2011 – Overall free revenue>paid revenue • Driven by Solitaire Deluxe® (iOS) and Daily Blackjack on Verizon (Brew).
  • 42. Free Transition • Regardless of company size, going free requires a leap of faith. • Many large, legacy developers still have not embraced free. • It’s easy to quantify paid LTV. • Net Revenue from the Purchase is LTV. • Free LTV has more possible outcomes. • You control your LTV: based on Retention and Monetization
  • 43. Why free? • Current App Stores are open markets; anyone can enter. • Apple App store: 725,000+ apps • Google Play: 450,000+ apps • Amazon Appstore: 30,000+ apps • Premium or Free, you need users to download your app. • In a huge catalog, you are responsible for getting your app noticed. • Easier to acquire users on a free app.
  • 44. Why IAP? • Ad supported model is entirely viable, but ad revenue will fluctuate. • Based upon the supply of ad impressions in apps and demand of ad purchasers. • IAP gives you more control over your revenue stream. • IAP allows merchandising opportunities (sales, bundles, etc.)
  • 45. Case Study • Brew Daily Blackjack • Converted from Premium app to Free app in May 2010. • Uses Verizon AVB for IAP • Downloads increase 3000%+ • Revenue increased 500%+ • Unseated Tetris as Top Seller
  • 47. A Simple Equation LTV > CPA To be successful, the average Lifetime Value (LTV) of a user must be greater than the average cost of acquiring a user (CPA).
  • 48. 5 keys for LTV>CPA 1. Live App: Your app is a service 2. User Acquisition: BYOU 3. Analytics: Ignorance is not bliss 4. Social Interactions: A must have 5. Research: Do Your Homework
  • 49. Live App: Your app is a service
  • 50. Live App • Paradigm shift from “Release and Move On” to “Release, Evaluate & Iterate”. • Iteration is required to get your app properly tuned. • Beta test to make sure you are ready for prime time. • Bug fixing = happy customers = good ratings = more downloads.
  • 51. Live App • Think about post-launch content releases when you design your app. • New content keeps users engaged. • Engaged users are more likely to be retained. • App updates are chance to re-engage lapsed users.
  • 53. User Acquisition • If your plan is “I’m going to make a great game and [App Store] will totally feature it,” …you will most likely be disappointed. • A free app with no UA activity will get < 100 DL a day. • You must BYOU (Bring Your Own Users)! • You must develop a UA strategy!
  • 54. User Acquisition • How we acquire users:
  • 55. User Acquisition • You need thousands of downloads a day to yield sufficient paying users. • Far less than 5% of users pay. • Non-payers can still be valuable. • Experiment with different channels and measure the results. • All users are not created equal • Pay close attention to value of users by channel.
  • 56. User Acquisition • Social/Viral user acquisition is vital. • Every User you get for free reduces overall CPA • If you have multiple apps, cross-selling between them is critical. • If you can pay once for a user in 2 apps, that reduces CPA. • Look to ad-swap with fellow developers.
  • 58. Analytics • Analytics are not a substitute for creativity. • Retention charts won't magically give you a killer app idea. • User data won't write your code for you. • A/B testing isn’t an art style. • However…
  • 59. Analytics • Analytics are critical to creating a successful app. • First level of analytics tells you about general app usage. • Second level of analytics helps you answer questions about why. Cohort analysis, funnels, etc… • Given the iterative nature of free apps, good data is actionable data!
  • 60. Analytics • Some KPIs (Key Performance Indicators) we use: • Daily/Monthly Active Users (DAU/MAU) • $/DAU (or ARPDAU) • Retention Rates • LTV • $/DL • CPA (Direct and Blended) • Cross Sell %
  • 61. Analytics • Who to use? • Flurry • Kontagent • Mixpanel • Localytics • Social Game Network (segue to…)
  • 62. Social Interactions: A Must Have
  • 63. Social Interactions • Why go social? • Acquisition • New users can discover you via Social Feeds • Engagement • Users are more likely to participate with friends. • Monetization • Wooga’s Diamond Dash on iOS – FB Connect users are 8X more likely to spend.
  • 64. Social Interactions • Who to use: • Facebook • Twitter • Game Center • GREE/OpenFeint • Playphone • Papaya • Mobage • Viximo
  • 65. Social Interactions • What to look for in a social game network: • Feature list • Cost • Analytics included • Cross-Platform
  • 67. Research • General Industry News: • @kimmaicutler – TechCrunch • @deantak – VentureBeat • @InsideNetwork – Inside Mobile/Social • @pgbiz – Pocket Gamer UK • @AllThingsD – WSJ/All Things Digital • @SAI – Sillicon Alley Insider
  • 68. Research • Analytics: • The Flurry Blog: http://blog.flurry.com/ • Kontagent Kaleidoscope: http://kaleidoscope.kontagent.com/ • Distimo Monitor Blog: http://monitor.distimo.com/app-store-analytics-blog • Caryl Shaw Presentation: http://www.slideshare.net/caryl_shaw/would-you-like-some- data-with-your-coffee-aka-the-key-analytics-you-should-start- every-day-with-10031647
  • 69. Research • Free Revenue Models: • Gamesbrief Free-to-Play spreadsheet: http://www.gamesbrief.com/spreadsheet/ • Dub It - Social Gaming Glossary: http://www.dubitplatform.com/blog/2011/12/31/the-2012- social-gaming-glossary-15-of-the-most-important-social-game- jargon/ • Social Interactions: • FB Developer Showcase: https://developers.facebook.com/showcase/diamonddash/
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