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Andrei Dementjev
COO, Fortumo
Platforms
   New smartphone sales in Q2 2011
                          Microsoft   Others 1%
              Bada 2%
                             2%
                                                  Android
              RIM 12%                              43%

               iOS 18%



                    Symbian
                      22%


   Every second smartphone sold is running
    Android.
   Smartphones in US (July 2011, comScore mobilens)
                    Microsoft    Other   Symbian
                       6%         1%       2%


                  RIM
                  22%
                                                   Google
                                                    42%


                        Apple
                         27%


   iOS and BlackBerry are installed on 49% of US
    smartphones
4.90%          4.70%


7.70%




                                      82.70%



Nearly 83% of app store revenues are made on iOS.
   Glu Mobile: Android Revenues make only
    1/10 of iOS revenues

   Challenge:
    Why develop for other platforms if iOS is
    making most of the revenues?
   iOS has the highest level of competition




                                               by Distimo
   Rovio Angry Birds:

Android revenue = iOS revenue

   Answer:
    Every platform can bring
    you money
   Keywords:
    competition, experience, expertise, st
    rategy
Going Global

   Challenge:
    Developers are only aiming at established
    and rich markets like US and Western
    Europe
   Android sales in 2011




   40% of smartphones are sold in Asia-Pacific
   America: 29% vs Asia 70% vs EMEA 31%
   Answer:
    You should have a monetization strategy for
    every region.
       Asia Pacific
       USA
       Western Europe
       Middle East
       Latin America
       Eastern Europe
       CIS
       Africa
App stores
   Challenge:
    Developers are ignoring alternative app
    stores
   Alternative stores:         Regional stores:          Manufacturer stores:
     Opera Mobile App            Andronavi (Japan)         HTC Market
        Store                                                Samsung Apps
                                  Wandoujia (China)
       GetJar                                               LG smartWorld
                                  Appchina (China)
       Appia (Pocketgear)                                   Shop4Apps (Motorola)
                                  Fasmicro App Store
       AndAppStore
                                   (Africa)
       Handango
       OnlyAndroid               HiAPK (China)        and many more..
       Insyde Market
       Amazon App Store        Operator stores:
       SlideME                   Vodafone Live!            ..2 000 000 000
       Appoke                    OrangeWorld                 downloads on
                                  O2 Active
       YAAM                                                      GetJar only
Premium vs Freemium

   Challenge:
    Developers rely on
    premium distribution
    models.
 Percentage of free apps:


           Apple App Store

           Nokia Ovi Store

      BlackBerry App World

Windows Phone Marketplace

      Android Marketplace

                             0%   10%   20%   30%   40%   50%   60%
   Why Premium is bad?
     App stores are full of low quality apps
     App purchase is an investment
     Cultural differences
     Weak and non effective billing solutions
     Free competitors
     Limited distribution options
     Piracy
   Why Freemium is good?
       More downloads
       Target long tail (just like offers)
       People are used with free apps
       Ability to adjust to different ability to pay
       Better global reach
       More distribution options
       Lower dependence from app stores
       Piracy
   75% of top 100 grossing iOS apps are games
   65% of them are freemium

   Answer:
    Avoid selling your games
    and use Freemium models!
Earn money from free games


 Mobile ads
 Offers
 In-game purchases
 Sponsorships and special deals
Mobile ads




$15 billion in 2011.
   Challenge:
    Mobile ads makes my game slow and ugly.
   Answer:
    Do it smart!
   What's critical:
       Ad coverage
       Respect low-end devices
       Try different advertisers
       Think about UI and design
       Place ads on loading screens
Mobile offers




A great way to monetize non-paying users.
   Pros:
     great for monetizing non paying users
     global reach

   Cons:
       be careful with what you offer
       you may be promoting competitors
       don't overload your game by offers
       don't replace payments with offers!
In-app purchases
   What can be sold?
       virtual credits
       extra levels
       trial version activation
       extra features
       personalization
       banner-free version (weak)
   Consumable goods (virtual credits) 68% of in-app purchases
   Challenge:
    Developers are using ineffective payment
    methods
   In-app payment methods:
     App store billing (Google checkout) – mostly credit card based, high store
      margins.
     Mobile operator billing (direct billing, premium sms) – good coverage
      and conversion rates, low revenue shares.
     Credit cards (Visa, Mastercard) – bad coverage, high revenue shares, kills
      conversion rate.
     Paypal – works in limited number of the countries
     Prepaid cards, kiosks and vouchers – low conversion rates
     Direct debit and others...
or



   Answer
    Analyze your user base and select the most suitable
    payment method and additional methods if needed.
   Challenge:
    Bad user experience during payment flow



                           vs
 In-app payment is impulsive
 Every new screen kills conversion by 10-15%
 Customers are not yet familiar with mobile
  purchases
 Payment should look secure

   Answer:
    Golden rules of in-app payment: the user
    should reach to the payment with a maximum
    of 3 clicks.
   Challenge:
    Developers don’t benefit from ingame
    promotion.

   Holidays discounts
   Achievement based bonuses
   Limited time offers
   Exclusive items and gifts
   Answer:
    Active promotion of ingame purchases
    increases the revenues by 30%!
   Challenge:
    Developers ignore small details.
         • Currency
         • Localization
         • Terms and conditions
         • Operator/billing provider logos (+ 15% conversion)
         • Helpdesk and customer care
         • Track user reviews and comments
         • A/B testing
   Answer:
    Make your payment flow perfect!
   Challenge:
    Wrong game balance

   Game is too difficult => they leave before buying
   Game is too easy => they don’t need to buy
   Too few free levels => they are not yet addicted
   Too many free levels => they had enough

   Answer:
    Develop the perfect balance for introducing
    paid content.
   Challenge:
    Wrong pricing policy


       $2 in USA            $2 in China
   Answer:
    Adjust the prices according to purchasing
    power.
   Challenge:
    Lack of offline mode support.

     According to Localytics, 15% of mobile apps are
                  launched while offline .

   Answer:
    Your game should be prepared to work and
    monetize while offline.
Спасибо!




Andrei Dementjev
andrei@fortumo.com
skype: andrei.dementjev

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How app monetization is different from what we have learned from the web - Andrei Dementjev - Fortumo

  • 3. New smartphone sales in Q2 2011 Microsoft Others 1% Bada 2% 2% Android RIM 12% 43% iOS 18% Symbian 22%  Every second smartphone sold is running Android.
  • 4. Smartphones in US (July 2011, comScore mobilens) Microsoft Other Symbian 6% 1% 2% RIM 22% Google 42% Apple 27%  iOS and BlackBerry are installed on 49% of US smartphones
  • 5. 4.90% 4.70% 7.70% 82.70% Nearly 83% of app store revenues are made on iOS.
  • 6. Glu Mobile: Android Revenues make only 1/10 of iOS revenues  Challenge: Why develop for other platforms if iOS is making most of the revenues?
  • 7. iOS has the highest level of competition by Distimo
  • 8. Rovio Angry Birds: Android revenue = iOS revenue  Answer: Every platform can bring you money  Keywords: competition, experience, expertise, st rategy
  • 9. Going Global  Challenge: Developers are only aiming at established and rich markets like US and Western Europe
  • 10. Android sales in 2011  40% of smartphones are sold in Asia-Pacific
  • 11. America: 29% vs Asia 70% vs EMEA 31%
  • 12. Answer: You should have a monetization strategy for every region.  Asia Pacific  USA  Western Europe  Middle East  Latin America  Eastern Europe  CIS  Africa
  • 14. Challenge: Developers are ignoring alternative app stores
  • 15. Alternative stores:  Regional stores:  Manufacturer stores:  Opera Mobile App  Andronavi (Japan)  HTC Market Store  Samsung Apps  Wandoujia (China)  GetJar  LG smartWorld  Appchina (China)  Appia (Pocketgear)  Shop4Apps (Motorola)  Fasmicro App Store  AndAppStore (Africa)  Handango  OnlyAndroid  HiAPK (China) and many more..  Insyde Market  Amazon App Store  Operator stores:  SlideME  Vodafone Live! ..2 000 000 000  Appoke  OrangeWorld downloads on  O2 Active  YAAM GetJar only
  • 16. Premium vs Freemium  Challenge: Developers rely on premium distribution models.
  • 17.  Percentage of free apps: Apple App Store Nokia Ovi Store BlackBerry App World Windows Phone Marketplace Android Marketplace 0% 10% 20% 30% 40% 50% 60%
  • 18. Why Premium is bad?  App stores are full of low quality apps  App purchase is an investment  Cultural differences  Weak and non effective billing solutions  Free competitors  Limited distribution options  Piracy
  • 19. Why Freemium is good?  More downloads  Target long tail (just like offers)  People are used with free apps  Ability to adjust to different ability to pay  Better global reach  More distribution options  Lower dependence from app stores  Piracy
  • 20. 75% of top 100 grossing iOS apps are games  65% of them are freemium  Answer: Avoid selling your games and use Freemium models!
  • 21. Earn money from free games  Mobile ads  Offers  In-game purchases  Sponsorships and special deals
  • 23. Challenge: Mobile ads makes my game slow and ugly.  Answer: Do it smart!  What's critical:  Ad coverage  Respect low-end devices  Try different advertisers  Think about UI and design  Place ads on loading screens
  • 24. Mobile offers A great way to monetize non-paying users.
  • 25. Pros:  great for monetizing non paying users  global reach  Cons:  be careful with what you offer  you may be promoting competitors  don't overload your game by offers  don't replace payments with offers!
  • 26. In-app purchases  What can be sold?  virtual credits  extra levels  trial version activation  extra features  personalization  banner-free version (weak)
  • 27. Consumable goods (virtual credits) 68% of in-app purchases
  • 28. Challenge: Developers are using ineffective payment methods
  • 29. In-app payment methods:  App store billing (Google checkout) – mostly credit card based, high store margins.  Mobile operator billing (direct billing, premium sms) – good coverage and conversion rates, low revenue shares.  Credit cards (Visa, Mastercard) – bad coverage, high revenue shares, kills conversion rate.  Paypal – works in limited number of the countries  Prepaid cards, kiosks and vouchers – low conversion rates  Direct debit and others...
  • 30. or  Answer Analyze your user base and select the most suitable payment method and additional methods if needed.
  • 31. Challenge: Bad user experience during payment flow vs
  • 32.  In-app payment is impulsive  Every new screen kills conversion by 10-15%  Customers are not yet familiar with mobile purchases  Payment should look secure  Answer: Golden rules of in-app payment: the user should reach to the payment with a maximum of 3 clicks.
  • 33. Challenge: Developers don’t benefit from ingame promotion.  Holidays discounts  Achievement based bonuses  Limited time offers  Exclusive items and gifts
  • 34. Answer: Active promotion of ingame purchases increases the revenues by 30%!
  • 35. Challenge: Developers ignore small details. • Currency • Localization • Terms and conditions • Operator/billing provider logos (+ 15% conversion) • Helpdesk and customer care • Track user reviews and comments • A/B testing
  • 36. Answer: Make your payment flow perfect!
  • 37. Challenge: Wrong game balance  Game is too difficult => they leave before buying  Game is too easy => they don’t need to buy  Too few free levels => they are not yet addicted  Too many free levels => they had enough  Answer: Develop the perfect balance for introducing paid content.
  • 38. Challenge: Wrong pricing policy $2 in USA $2 in China  Answer: Adjust the prices according to purchasing power.
  • 39. Challenge: Lack of offline mode support. According to Localytics, 15% of mobile apps are launched while offline .  Answer: Your game should be prepared to work and monetize while offline.