Vorstellung des App Marketings für Indie Entwickler sowie für Klein- und Mittelständische Mobile Publisher. Über welche Kanäle finden User eine App in den App Stores? Wie kann die Conversion Rate maximiert werden? Wie erhöht man die Kundenbindung im Zusammenhang mit einer Spiele App? Es werden zudem Strategien zur Monetaresierung vorgestellt, um den Kundenwert einer App zu erhöhen.
4. Tivola Games GmbH
About Tivola
• Publisher and Developer of Mobile Games in Hamburg
• Founded in 1995 in Berlin
• Published +100 games for PC, Nintendo and Mobile
• Over 130 Mio. Downloads on Google, Apple and Amazon
• Leading publisher for animal simulation games
• 70% female players
5. Tivola Games GmbH
About me
• 2019 – present
• Marketing Lead @ Tivola Games GmbH
• 2017 – 2019
• Senior UA Manager & User Acquisition Lead @ AppLike GmbH
• 2015 – 2017
• Marketing Manager @ LITE Games GmbH
• 2012 – 2015
• Master of Arts, Kassel University
• Thesis: Gamification in HR
• 2008 – 2012
• Bachelor of Science, Pforzheim University of Applied Sciences
• Thesis: In Game Advertising
Sven Jürgens
6. Tivola Games GmbH
Games Marketing: Then and now
Own representations
http://de.slideshare.net/bizpunk/gdc-2012-the-rise-of-freetoplay-core-gaming
Sales
Marketing
Then
Development
7. Tivola Games GmbH
Games Marketing: Then and now
Sales
Marketing
Early Access & Sales
Development
Analytics & Marketing
Then
Now
Development
Own representations
http://de.slideshare.net/bizpunk/gdc-2012-the-rise-of-freetoplay-core-gaming
Games
as a
Service
8. Tivola Games GmbH
App Market Stats
https://www.appbrain.com/stats
https://42matters.com/google-play-statistics-and-trends
https://www.theverge.com/2019/5/7/18528297/google-io-2019-android-devices-play-store-total-number-statistic-keynote
https://www.theverge.com/2021/1/27/22253162/iphone-users-total-number-billion-apple-tim-cook-q1-2021
Google Play Store Apple App Store
OS Android iOS
# of Apps +3.5m +1.8m
# Submissions monthly +100k +30k
% Games +12% +14%
% Free +96% +92%
# Active Devices (World) +1.65bn +2.5bn
9. Tivola Games GmbH
App Market Stats
https://www.appbrain.com/stats
https://42matters.com/google-play-statistics-and-trends
https://www.theverge.com/2019/5/7/18528297/google-io-2019-android-devices-play-store-total-number-statistic-keynote
https://www.theverge.com/2021/1/27/22253162/iphone-users-total-number-billion-apple-tim-cook-q1-2021
Google Play Store Apple App Store
OS Android iOS
# of Apps +3.5m +1.8m
# Submissions monthly +100k +30k
% Games +12% +14%
% Free +96% +92%
# Active Devices (World) +1.65bn +2.5bn
High
Competition!
10. Tivola Games GmbH
Why is App Marketing important?
• 50 % of all app have less than 3 ratings
• Apps lose 80% of its users after a 3 days
• Worldwide app revenues are at +400bn $
• While 55% of all publishers earn less than 1k $ per month
https://www.appbrain.com/stats
https://www.statista.com/statistics/269025/worldwide-mobile-app-revenue-forecast/
https://andrewchen.com/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/
https://sensortower.com/blog/top-one-percent-downloads
https://omr.com/en/playrix-hidden-gaming-champion/
11. Tivola Games GmbH
• 50 % of all app have less than 3 ratings
• Apps lose 80% of its users after a 3 days
• Worldwide app revenues are at +400bn $
• While 55% of all publishers earn less than 1k $ per month
Why is App Marketing important?
https://www.appbrain.com/stats
https://www.statista.com/statistics/269025/worldwide-mobile-app-revenue-forecast/
https://andrewchen.com/new-data-shows-why-losing-80-of-your-mobile-users-is-normal-and-that-the-best-apps-do-much-better/
https://sensortower.com/blog/top-one-percent-downloads
https://omr.com/en/playrix-hidden-gaming-champion/
The Winner
takes it all!
12. Tivola Games GmbH
What to do about it?
• Every mobile publisher needs to have a dedicated Marketing Strategy
• “Fire and Forget” will not work
• You will need a plan to:
• Acquire users
• retain them
• and monetize them
• ARM Framework will help to answer these questions
http://www.adweek.com/socialtimes/files/2012/01/ARM_model.jpg
14. Tivola Games GmbH
Acquisition & Growth
• Questions to answer
• How does a user find your app?
• How to target a user?
• Paid vs. Organic traffic?
• Different traffic channels?
?
?
?
?
15. Tivola Games GmbH
App Discovery
App
Store
Page
Paid Media:
Ads, PPC etc.
Owned Media:
Website, Blog,
Email etc.
Earned Media:
Social, WOM,
Reviews etc.
Organic Traffic:
Browse, Search
User
SERPs
App Store / Play Store
Install
No
Install
App Usage
A-User
(High
Retention)
B-User
(Average
Retention)
C-User
(Low
Retention)
Own representation
16. Tivola Games GmbH
Paid Media
• There are plenty of ways to buy paid traffic
• We need to know a few things before we can start:
• User Lifetime Value
• Cost per Install
• Targeting (Country, Demographics, Interests, etc)
• Tracking/Analytics
• Budget
17. Tivola Games GmbH
Paid Media
• Golden Formula: LTV > CPI
• Both KPIs heavily depend on:
• Game Genre
• User base
• Location
• Monetization
• etc.
LTV: Lifetime Value
CPI: Cost per Install
Time
$
18. Tivola Games GmbH
Paid Media
• Facebook allows the best targeting options
• Audience should be big enough
Targeting 3
Targeting 2
Your audience
Targeting 1
20. Tivola Games GmbH
Earned Media
• How to talk to the press?
• Think about what they want
• What are the most clicked articles of this website?
• Research: What is a relevant piece of information for them?
• Examples:
• a tech blog will probably write about your technical hurdles
• the local startup magazine will tell the story behind the funding process
Press: More readers
You: Free Promo
Relevant infos for
both
21. Tivola Games GmbH
Organic Traffic
• Browse Traffic vs. Search Traffic
• Roughly a 50:50 split
Organic Traffic
ca. 50% Store
Browsing
ca. 50% Active
Search
Top Charts:
Free, Paid,
Grossing
“You may also
like”
Exact Match:
“Pet World”
Broad Match:
“Animal Game”
SERPs
App Page
22. Tivola Games GmbH
Organic Traffic
• Browse Traffic depends on:
• the app chart rankings
• revenue & downloads
• the “you may also like” recommendation engine
• machine learning models
23. Tivola Games GmbH
Organic Traffic
• Search Traffic depends on:
• Search volume
• Keyword difficulty
• Keyword relevance
• Ranking position for that keyword
• High search volume = High competition
Tivola is ranking on
#2 for “animal game”
24. Tivola Games GmbH
Organic Traffic
• Start with Long-Tail-Keywords with low competition
• Try to rank for many keyword combinations
# of ranked
Apps
High
Competition
Low
Competition
Search
Volume
Long Tail
Keywords
Short Tail
Keywords
26. Tivola Games GmbH
Retention
• Acquiring users is just the first step
• We have to keep them and make them use the product
• The biggest drop in user retention happens in the first 24h
Day 1 retention rate across
the app industry is at
around 30%
27. Tivola Games GmbH
“You have only 30 seconds to hook your users and less than 5 minutes to teach them!”
• How to keep your users in the app?
• The best thing to do: Optimize the first-time-user-experience
Retention - Funnel Drop Offs
100% first_app_open
90% onboarding_step_1
80% onboarding_step_2
20% onboarding_step_3
10% onboarding_complete
# of Users
Fix the unexpected
drop-offs
28. Tivola Games GmbH
Engagement
• After successfully increasing retention rate, we can focus on engagement
• How much time does a user spend in your app per day?
https://benchmarks.plus/
Huge differences
between genres
29. Tivola Games GmbH
Engagement
• A user will spend time in your app when they see a value doing so
• Example: No one will use a weather app more than 2 minutes a day (why should they?)
• What do they get out of it?
• Questions to ask yourself:
• is there enough content to interact with? (when there are only 2 levels to play, the user will stop)
• Did you target the right audience? (different users might love/hate your product for the same
reason)
• are you solving a specific need? (someone uses your product because of a certain problem.
This can be boredom, lack of knowledge, loneliness, etc…)
• Maybe you have created a product that nobody needs… ;)
https://www.wired.com/2014/04/perfect-terrible-redesigns/
31. Tivola Games GmbH
Monetization
• Finally we want to make money with our app
• There are a lot of different ways to do so:
• Ads
• In-App-Purchases
• Paid Games
• Subscriptions
• In today's App Stores:
• < 10% are paid apps
• 70% - 80% use ads
• 10% - 20% use IAPs/subscriptions
https://blog.soomla.com/2019/01/app-monetization-android-vs-ios.html
https://42matters.com/stats
Mostly free and ads based
32. Tivola Games GmbH
Monetization - Overview
• What is the best monetization method?
• It depends...
Pro Con
Paid -Easy to calculate revenues
-Popular among some verticals
(e.g. Education)
-Old school model
-Willingness to buy decreases
Ads -Easy to setup and integrate -Low CPMs
IAP -Can boost revenues/user -Needs balancing and
in-game-economy
Subscription -Kinda stable recurring
revenues
-You have to solve a specific
need on a monthly basis
33. Tivola Games GmbH
Monetization - Paid Apps
• The industry is shifting towards free apps
• Maybe a comeback with privacy-by-design?
• Success with paid apps depends on:
• your brand awareness
• the target audience
• In short: Do they know you and want to buy your app?
https://www.smaato.com/app-monetization-guide/
34. Tivola Games GmbH
Monetization - Ads
• There are a lot of different ad formats and use-cases
• Focus on the biggest networks with the right audience for your app
• Use a mediation service to get the highest CPMs
https://pixelfield.co.uk/blog/make-money-with-your-app-9-popular-mobile-app-monetization-strategies/
35. Tivola Games GmbH
Monetization - IAP
• In-app-purchase revenues account for roughly 30% of worldwide app revenues
• High effort for in-game economy balancing (Inflation vs. Deflation)
https://sensortower.com/blog/app-revenue-and-downloads-2020
36. Tivola Games GmbH
Monetization - IAP
• Finding the right price-point is tricky
• Purchasing power parity is different for every country
https://www.priceintelligently.com/blog/willingness-to-pay
37. Tivola Games GmbH
Monetization - Subscription
• Only 2% of games are using subscription mechanic
• High potential but also hard to convince users
• Recurring revenues → Auto Renewable subscriptions
https://dribbble.com/shots/11281433-Subscription-Screen
39. Tivola Games GmbH
Summary I
• Publishing an app needs a dedicated Marketing Strategy
• Fire & Forget will not work
• ARM Framework can help to identify the important tasks
• Mobile Marketing generates a lot of data → learn to analyse it
• Do not compete with the big guys
• You will lose ;)
40. Tivola Games GmbH
Summary II
• Acquisition
• Paid
• Organic
• Earned
• Owned
• Retention
• “Retention always trump’s monetization” - SuperCell
• Increasing retention rate is important
• How to optimize daily usage?
• Monetization
• Paid
• Ads
• IAP
• Subscriptions
41. Tivola Games GmbH
Thanks a lot!
Keep in touch:
sven@tivola.de
linkedin.com/in/svenjuergens/
slideshare.net/Sven_Juergens/