2. Decide how to monetize early
• Sell your app through iOS/Android app store
• Sell your app directly from your website
• Make your app free, monetize with ads
• Make your app free, charge for content or
upgrades
2
3. Sell your app through an app store
• Built in distribution, reviews, existing market
• Will cost you 30% of each transaction
• Have to comply with market rules
• Higher barrier to entry
“iOS users in general are more willing to pay for an app than Android users”
- makingmoneywithandroid.com
3
4. Free, Ad supported
• Reduces friction at point of download
• Revenue varies between platforms
“Android game revenue was 1/8 to 1/10 of iOS revenue” - Glu Mobile
4
5. In-app purchases
• Can be very lucrative
• Works better with apps/games with high
depth and long term retention
• Need to make in this mechanic from the start
“More than half of iOS’s top 25 grossing games are now free and make
money off selling virtual currency and goods.”
- insidemobileapps.com
5
6. Sell your app through your website
• Might make sense if you have existing traffic
• Avoid per-transaction costs
• Might be able to avoid platform restrictions
• Not allowed without jailbreak on iOS
• High friction on Android
6
7. Consider up front costs
• Development and design costs
• Cost of tools and software
• iOS developer account ($99)
• Google market distribution cost ($20)
7
8. On-going costs add up
• User acquisition!
• Ad purchases
• CPI purchases
• Cross promotion deals
• Re-invest
8
9. Reduce user acquisition cost: go viral
• Viral channels are a multiplier
• Bake viral in from the start for best results
• Use something like Heyzap for one-line viral
integration
“Typical game k-factors are now between 0.05 and 0.20”
- Kontagent
9
10. Some stats
• Mobile ad revenue $3.3 billion in 2011
• Mobile virtual goods $2.1 billion in 2011
• 25-34 age group most lucrative for in-app
purchases, consider your demographic
10