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Marketing Your iOS Game
Avoid Disaster, Don’t Believe the Hype ...
William Volk, CCO PlayScreen LLC
Monday, May 27, 13
But First, A Joke
Monday, May 27, 13
Teenage Boys Show Little Interest in
Anthropomorphic Turtles.
Monday, May 27, 13
30+ Years In One Slide
Understanding where we’ve been helps us know where we’re going.
Box games, Consoles, Carriers (B.A.) and App Stores.
(B.A., Before Apple)
Monday, May 27, 13
Seven Years of iPhone Apps
Evolution of iOS
Web apps in 2007/8.
App Store, early years 2008/9.
Freemium takes over, 2010.
Publishers move in, 2012.
Premium games appear, 2013.
Monday, May 27, 13
1m Apps, 200k Devs
I Miss The NES
785 carts, USA and PAL
Monday, May 27, 13
The App Gold Rush
The Dream.
Instant Riches.
Fame.
Quit your day job.
The Reality.
0.5% of Apps = 50% of $
Monday, May 27, 13
Successful Miners
The Few, The Proud, the Viral Successes.
Monday, May 27, 13
Who’s Making $$$?
Suppliers.
Ad Networks.
Analytic Companies.
Tools.
Publishers.
Conferences.
Monday, May 27, 13
Acrophobia!
CPI: Cost per install.
CPU: Cost per user (daily
etc.)
Retention and Churn.
K-Factor: Viral Coefficient.
ARPU: Average Revenue
Per User.
ARPPU: Revenue Per
Paying User.
DAU: #of daily users
(MAU).
Monday, May 27, 13
iAd Numbers
Revenue Example: 16,087 Impressions.
.29% Click Thru Rate = 46 Clicks.
Ad Revenue = $8.00, $0.17 Per Click.
Apple Charges Devs. $0.25 Per Click.
Profit Margin = 24%
Monday, May 27, 13
Video Ad Campaign
Acquire Users: 1,008,896 Views.
21,047 Clicks, Click Thru Rate = 2%
$20,177.56 Cost of Campaign.
Cost Per Click (CPC) = $0.96
13,303 Installs, 63% Converted (Oh Really?)
Cost Per Install = $2.07 (Sounds good, yes?)
Video $0.009/view, same CTR ... CPC = $0.46, Profit 108%!
Monday, May 27, 13
Marketing Starts With Design
What Game are you
building and why?
Study the App Store.
Branding, Naming.
That elusive “iPhone-ness”
Design Strategies: Niche,
Copy?
Free or Paid?
Publisher or Not?
Launch Strategies.
Marketing Strategies.
Monday, May 27, 13
Discovery!
Word of Mouth.
Top Charts (WAS the #1
way).
In other apps (advertising).
Search.
Apple Features.
Social Invites.
Monday, May 27, 13
Freemium & Ad Based
Lifetime Value=ARPU x Retention
Cost based on CPU and K (Viral?)
CPI for FREE apps? $1.15 to $8*
Volume of the channel?
K-Factor is critical, Positive = HIT! VERY RARE!
Retention is critical.
Paid apps are HARDER?
Monday, May 27, 13
Good Retention!
This could work
Monday, May 27, 13
Not So Good Retention!
Maybe not
Monday, May 27, 13
THE KEY TAKEAWAY
The Most Valuable Insight
CPI is NOT CPU
Not everyone who downloads your game will become a
daily or even monthly player. Don’t believe the projections
until you figure this out.
Monday, May 27, 13
Cohort Analysis
Look at users that came in
the same way at the same
time.
Use this, to figure out how
to attract the users who will
become daily players.
Measure channel efficiency.
Monday, May 27, 13
The Charts (Free Apps)
Daily Downloads and Ranking
(free apps)
Games/Word: #5, ~8,500
Games/Puzzle: #10, ~15,000
Games Top 10: ~40,000
All Apps #6, ~60,000
PAID Games Top 25: ~23,000
Monday, May 27, 13
It got harder!
iOS 6 App Store Changes Everything
Monday, May 27, 13
And Harder ...
iOS 6 App Store Changes Everything
Monday, May 27, 13
Things to Remember
Categories are hidden.
5 vs. 3 taps to get to an app.
25 apps/page, now 1 app.
SEO, Screen Shots.
Burst far less effective.
Channels more important.
All about the Meritocracy!
Monday, May 27, 13
Paid apps are hard.
Ad Channel CPI > price.
FreeAppADay etc.
Lite version?
Heavy social aspect helps.
10 of 10 top grossing, FREE
You may want to do this
anyway!
Monday, May 27, 13
Why Paid apps ...
Small budget titles - simpler.
Strong brand (classic remake)
You have channel (other apps)
Enhanced version of free app.
You’re sure you have a hit.
BUT Multiplayer Apps? NEED
SCALE
Monday, May 27, 13
Freemium Dominates
Monday, May 27, 13
Premium Apps
$4.99+ Apps.
What works?
Name Brands/Ports.
Niche apps.
Big Adventure Games.
Monday, May 27, 13
A ‘Niche’ is GOOD.
Find an audience that’s not
being served.
Example: ROGUE fans (see
100 Rogues - Opportunity).
Example: Bocce.
Monday, May 27, 13
Product just takes off.
Apple features you.
Press loves you*.
Your video is a hit (Tiny
Wings)
You fill a niche (Bocce-Ball)
Then A Miracle Occurs
Monday, May 27, 13
Get Featured by Apple
Make the iPhone look cool
Be excellent, 4.5 stars or
better
Get lucky
Monday, May 27, 13
Dumb Luck?
A ‘Brand’ matters!
SAVE THE TITANIC Game?
Monday, May 27, 13
Branding Matters
Monday, May 27, 13
Advertising Channels
Monday, May 27, 13
iAds and Banners
25¢ Per Click.
Download in the ad.
CPI of $1.20 to over $2
Vary & test creative.
Good for the relationship :-)
Converts to Daily Players
better than others.
Monday, May 27, 13
Incentive Video
AdColony, Flurry and
TapJoy.
Earn credits by watching.
NO obligation to download
(but?)
Pay per view as low as 2¢.
GREAT Creative matters.
Monday, May 27, 13
Incentive Downloads?
Not dead yet!
Tapjoy (kinda) blocked by
Apple, Native-X.
FreeMyApps.
CPI 50¢ (> volume)
Volume is LIMITED.
GET INTO THE CHARTS.
Monday, May 27, 13
Incentive Downloads?
Apple not a fan of this - WHY?
Incentive Users are ...
Useful for a BURST, not as much now.
Monday, May 27, 13
Not all CPI is created equal
Incentive users hurt MP games
Ad driven users, do they convert?
Organic downloads good
Social downloads best
VERY few games grow via invites.
Who becomes a daily player?
Monday, May 27, 13
Non-Ad Stuff
Press and Reviews, DO NOT DEPEND ON THIS.
Co-Promotion with brands.
Contests - Social net integration.
Viral - get the players to do it.
Use your channel (if you have it)
CTR: >12% and 60% completion
Monday, May 27, 13
Co-Promotion
Chartboost.
Revboost.
Do it directly.
Once you have a success ...
You have a channel.
Monday, May 27, 13
How to FAIL!
Didn’t study the store.
Spend without measuring.
Depend on PR.
Don’t have the resources
for revision and marketing.
Don’t nail Monetization.
Monday, May 27, 13
Example - Punch Quest
Freemium App.
Over 600k Downloads (in
one week).
9 months of development.
Just over $10k revenue.
Moved to a paid model.
Monday, May 27, 13
Example - Bombcats
Freemium App.
100k Downloads (in one
day).
100 IAP (Purchases).
Will get to a million
downloads.
What could they have
done?
Monday, May 27, 13
Example - Bocce Ball
Bocce-Ball
Concept: Paper Toss +
Bocce, Ad Supported.
#1 in Italy (organically), #6
USA (advertising).
1m downloads.
Guess what the problem is?
Monday, May 27, 13
How to Win!
Really know the category.
No ad spend w/o test.
Launch in limited area.
Had the resources for
revision and marketing.
Nailed Monetization.
Monday, May 27, 13
CSR Racing
Understood the need for
simplicity.
No ad spend, 100% organic.
Viral that worked.
Great in-app items.
$12m/month.
Monday, May 27, 13
Puzzle and Dragons
GungHo spent years
working in the category.
Focused on Japan.
Existing titles - channel.
Awesome job on
monetization.
Now $4m/day.
Monday, May 27, 13
Tuning Monetization
Where are the ‘funnels’ in
your title.
Why a “limited launch” can
make sense.
Product financial models.
Monday, May 27, 13
Maybe a Publisher is a
good idea?
Monday, May 27, 13
Why a Publisher?
The truth about ads.
Channel is valuable.
You don’t know everything.
Half of something ...
There ARE good
publishers.
Monday, May 27, 13
The Future
Desktop sales outnumbered smartphone sales. Mobile internet traffic was 1% of
overall traffic. Tablets did not exist.
This distant point in time was 2009.
Fast-forward four years, to 2013. The world changed. Mobile now accounts for over
12% of overall traffic. Smartphone sales have eclipsed desktop sales.
Tablets not only exist – but 122 million of them were shipped last year.
Tablets are going to grow.
TV Platforms? Here.
Premium Apps? Now.
Publishing model grows.
Monday, May 27, 13
Don’t Forget
Marketing At The START
ARPU, RETENTION and K-Factor = LIFETIME VALUE
If K-Factor exceeds Churn? You’re golden.
CPI is high, CPU HIGHER! don’t give away $$$
Get a ****+ rating (really)
Study existing games (charts)
If you get any sort of hit ...
Monday, May 27, 13
This is Hard Stuff
iOS and Android App Stores are ‘meritocracies,’ the
quality required is very high.
Marketing is difficult.
Nobody knows nothing.
Monday, May 27, 13

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Ottawa International Game Con.: Don't fall for the hype (Marketing iOS Apps)

  • 1. Marketing Your iOS Game Avoid Disaster, Don’t Believe the Hype ... William Volk, CCO PlayScreen LLC Monday, May 27, 13
  • 2. But First, A Joke Monday, May 27, 13
  • 3. Teenage Boys Show Little Interest in Anthropomorphic Turtles. Monday, May 27, 13
  • 4. 30+ Years In One Slide Understanding where we’ve been helps us know where we’re going. Box games, Consoles, Carriers (B.A.) and App Stores. (B.A., Before Apple) Monday, May 27, 13
  • 5. Seven Years of iPhone Apps Evolution of iOS Web apps in 2007/8. App Store, early years 2008/9. Freemium takes over, 2010. Publishers move in, 2012. Premium games appear, 2013. Monday, May 27, 13
  • 6. 1m Apps, 200k Devs I Miss The NES 785 carts, USA and PAL Monday, May 27, 13
  • 7. The App Gold Rush The Dream. Instant Riches. Fame. Quit your day job. The Reality. 0.5% of Apps = 50% of $ Monday, May 27, 13
  • 8. Successful Miners The Few, The Proud, the Viral Successes. Monday, May 27, 13
  • 9. Who’s Making $$$? Suppliers. Ad Networks. Analytic Companies. Tools. Publishers. Conferences. Monday, May 27, 13
  • 10. Acrophobia! CPI: Cost per install. CPU: Cost per user (daily etc.) Retention and Churn. K-Factor: Viral Coefficient. ARPU: Average Revenue Per User. ARPPU: Revenue Per Paying User. DAU: #of daily users (MAU). Monday, May 27, 13
  • 11. iAd Numbers Revenue Example: 16,087 Impressions. .29% Click Thru Rate = 46 Clicks. Ad Revenue = $8.00, $0.17 Per Click. Apple Charges Devs. $0.25 Per Click. Profit Margin = 24% Monday, May 27, 13
  • 12. Video Ad Campaign Acquire Users: 1,008,896 Views. 21,047 Clicks, Click Thru Rate = 2% $20,177.56 Cost of Campaign. Cost Per Click (CPC) = $0.96 13,303 Installs, 63% Converted (Oh Really?) Cost Per Install = $2.07 (Sounds good, yes?) Video $0.009/view, same CTR ... CPC = $0.46, Profit 108%! Monday, May 27, 13
  • 13. Marketing Starts With Design What Game are you building and why? Study the App Store. Branding, Naming. That elusive “iPhone-ness” Design Strategies: Niche, Copy? Free or Paid? Publisher or Not? Launch Strategies. Marketing Strategies. Monday, May 27, 13
  • 14. Discovery! Word of Mouth. Top Charts (WAS the #1 way). In other apps (advertising). Search. Apple Features. Social Invites. Monday, May 27, 13
  • 15. Freemium & Ad Based Lifetime Value=ARPU x Retention Cost based on CPU and K (Viral?) CPI for FREE apps? $1.15 to $8* Volume of the channel? K-Factor is critical, Positive = HIT! VERY RARE! Retention is critical. Paid apps are HARDER? Monday, May 27, 13
  • 16. Good Retention! This could work Monday, May 27, 13
  • 17. Not So Good Retention! Maybe not Monday, May 27, 13
  • 18. THE KEY TAKEAWAY The Most Valuable Insight CPI is NOT CPU Not everyone who downloads your game will become a daily or even monthly player. Don’t believe the projections until you figure this out. Monday, May 27, 13
  • 19. Cohort Analysis Look at users that came in the same way at the same time. Use this, to figure out how to attract the users who will become daily players. Measure channel efficiency. Monday, May 27, 13
  • 20. The Charts (Free Apps) Daily Downloads and Ranking (free apps) Games/Word: #5, ~8,500 Games/Puzzle: #10, ~15,000 Games Top 10: ~40,000 All Apps #6, ~60,000 PAID Games Top 25: ~23,000 Monday, May 27, 13
  • 21. It got harder! iOS 6 App Store Changes Everything Monday, May 27, 13
  • 22. And Harder ... iOS 6 App Store Changes Everything Monday, May 27, 13
  • 23. Things to Remember Categories are hidden. 5 vs. 3 taps to get to an app. 25 apps/page, now 1 app. SEO, Screen Shots. Burst far less effective. Channels more important. All about the Meritocracy! Monday, May 27, 13
  • 24. Paid apps are hard. Ad Channel CPI > price. FreeAppADay etc. Lite version? Heavy social aspect helps. 10 of 10 top grossing, FREE You may want to do this anyway! Monday, May 27, 13
  • 25. Why Paid apps ... Small budget titles - simpler. Strong brand (classic remake) You have channel (other apps) Enhanced version of free app. You’re sure you have a hit. BUT Multiplayer Apps? NEED SCALE Monday, May 27, 13
  • 27. Premium Apps $4.99+ Apps. What works? Name Brands/Ports. Niche apps. Big Adventure Games. Monday, May 27, 13
  • 28. A ‘Niche’ is GOOD. Find an audience that’s not being served. Example: ROGUE fans (see 100 Rogues - Opportunity). Example: Bocce. Monday, May 27, 13
  • 29. Product just takes off. Apple features you. Press loves you*. Your video is a hit (Tiny Wings) You fill a niche (Bocce-Ball) Then A Miracle Occurs Monday, May 27, 13
  • 30. Get Featured by Apple Make the iPhone look cool Be excellent, 4.5 stars or better Get lucky Monday, May 27, 13
  • 31. Dumb Luck? A ‘Brand’ matters! SAVE THE TITANIC Game? Monday, May 27, 13
  • 34. iAds and Banners 25¢ Per Click. Download in the ad. CPI of $1.20 to over $2 Vary & test creative. Good for the relationship :-) Converts to Daily Players better than others. Monday, May 27, 13
  • 35. Incentive Video AdColony, Flurry and TapJoy. Earn credits by watching. NO obligation to download (but?) Pay per view as low as 2¢. GREAT Creative matters. Monday, May 27, 13
  • 36. Incentive Downloads? Not dead yet! Tapjoy (kinda) blocked by Apple, Native-X. FreeMyApps. CPI 50¢ (> volume) Volume is LIMITED. GET INTO THE CHARTS. Monday, May 27, 13
  • 37. Incentive Downloads? Apple not a fan of this - WHY? Incentive Users are ... Useful for a BURST, not as much now. Monday, May 27, 13
  • 38. Not all CPI is created equal Incentive users hurt MP games Ad driven users, do they convert? Organic downloads good Social downloads best VERY few games grow via invites. Who becomes a daily player? Monday, May 27, 13
  • 39. Non-Ad Stuff Press and Reviews, DO NOT DEPEND ON THIS. Co-Promotion with brands. Contests - Social net integration. Viral - get the players to do it. Use your channel (if you have it) CTR: >12% and 60% completion Monday, May 27, 13
  • 40. Co-Promotion Chartboost. Revboost. Do it directly. Once you have a success ... You have a channel. Monday, May 27, 13
  • 41. How to FAIL! Didn’t study the store. Spend without measuring. Depend on PR. Don’t have the resources for revision and marketing. Don’t nail Monetization. Monday, May 27, 13
  • 42. Example - Punch Quest Freemium App. Over 600k Downloads (in one week). 9 months of development. Just over $10k revenue. Moved to a paid model. Monday, May 27, 13
  • 43. Example - Bombcats Freemium App. 100k Downloads (in one day). 100 IAP (Purchases). Will get to a million downloads. What could they have done? Monday, May 27, 13
  • 44. Example - Bocce Ball Bocce-Ball Concept: Paper Toss + Bocce, Ad Supported. #1 in Italy (organically), #6 USA (advertising). 1m downloads. Guess what the problem is? Monday, May 27, 13
  • 45. How to Win! Really know the category. No ad spend w/o test. Launch in limited area. Had the resources for revision and marketing. Nailed Monetization. Monday, May 27, 13
  • 46. CSR Racing Understood the need for simplicity. No ad spend, 100% organic. Viral that worked. Great in-app items. $12m/month. Monday, May 27, 13
  • 47. Puzzle and Dragons GungHo spent years working in the category. Focused on Japan. Existing titles - channel. Awesome job on monetization. Now $4m/day. Monday, May 27, 13
  • 48. Tuning Monetization Where are the ‘funnels’ in your title. Why a “limited launch” can make sense. Product financial models. Monday, May 27, 13
  • 49. Maybe a Publisher is a good idea? Monday, May 27, 13
  • 50. Why a Publisher? The truth about ads. Channel is valuable. You don’t know everything. Half of something ... There ARE good publishers. Monday, May 27, 13
  • 51. The Future Desktop sales outnumbered smartphone sales. Mobile internet traffic was 1% of overall traffic. Tablets did not exist. This distant point in time was 2009. Fast-forward four years, to 2013. The world changed. Mobile now accounts for over 12% of overall traffic. Smartphone sales have eclipsed desktop sales. Tablets not only exist – but 122 million of them were shipped last year. Tablets are going to grow. TV Platforms? Here. Premium Apps? Now. Publishing model grows. Monday, May 27, 13
  • 52. Don’t Forget Marketing At The START ARPU, RETENTION and K-Factor = LIFETIME VALUE If K-Factor exceeds Churn? You’re golden. CPI is high, CPU HIGHER! don’t give away $$$ Get a ****+ rating (really) Study existing games (charts) If you get any sort of hit ... Monday, May 27, 13
  • 53. This is Hard Stuff iOS and Android App Stores are ‘meritocracies,’ the quality required is very high. Marketing is difficult. Nobody knows nothing. Monday, May 27, 13