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Published byCody Richardson Modified over 8 years ago
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Habitual Consumption And the Appstore Economy
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A little history…
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A global trend… Source: App Annie, May 2012
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A global trend… Led by Mature Economies… but not exclusively so Source: App Annie, May 2012
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A global trend… Source: App Annie, May 2012
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A global trend… Source: App Annie, May 2012
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A global trend… Source: App Annie, May 2012
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A global trend… Source: App Annie, May 2012
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Tis the season… Source: App Annie, May 2012
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Watered Down by Success? Increased competition + Decreased Discovery = Lower Individual App DLs Source: Distimo, June 2012
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A New Model Emerges… Phase 2: “The Fall of Angry Birds” Source: Distimo, June 2012 Top 200 Grossing Apps Volume ↑ 16% Avg Price ↓ 13%
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A New Model Emerges… Shift from pay to download -> In-App Commerce Source: Distimo, June 2012 Top 200 Grossing Apps Volume ↑ 16% Avg Price ↓ 13% Losses in revenue made up for via in- app downloads Phase 2: “The Fall of Angry Birds”
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A New Model Emerges… People far more likely to pay once they’re “invested” in the experience Source: Distimo, June 2012
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The Transition is Complete… “Newsstand”, Games & Books Lead… but in-app payment is popular across wide range of content categories Source: Distimo, June 2012
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In App Purchases of All Sizes Not just $.99 pants for your avatar… Source: Flurry, July 2011
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In App Purchases of All Sizes Not just $.99 pants for your avatar… Source: Flurry, July 2011 AVERAGE PURCHASE SIZE: $14!
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In App Purchases of All Sizes Zynga… The master of incentivizing the Habitual Purchase!
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In App Purchases of All Sizes Zynga… The master of incentivizing the Habitual Purchase!
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Spendy Young Males 25-34 remains mobile sweet spot Source: Flurry, July 2011
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Spendy Young Males 25-34 remains mobile sweet spot Source: Flurry, July 2011
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What to buy? Consumables Non-Consumables Auto-Renewable Subscriptions Non-Renewing Subscriptions Content Functionality ServicesSubscriptions
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What to buy? Supplies in a game (ammunition, health points, cheats, extra lives, etc) Accelerators used to decrease advancement time within an app Consumables Consumables are In-App Purchases that must be purchased each time the user needs that item
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What to buy? Additional levels within a game Access to pro-features such as additional camera lenses or audio effects Lifetime subscription to a service Books and individual magazine issues Non-Consumables Non-Consumables are In-App Purchases that only need to be purchased once by the user do not expire
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What to buy? Recurring delivery of newspapers or magazine issues Monthly subscription to audio streaming feed Weekly membership to a dating service Subscriptions Auto-Renewable Subscriptions allow the user to purchase episodic content or access to content for a set duration time, renewing itself, until a user opts out
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