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Published byThomas Shaw Modified over 9 years ago
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Andrei Dementjev COO, Fortumo
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Platforms
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New smartphone sales in Q2 2011 Every second smartphone sold is running Android.
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Smartphones in US (July 2011, comScore mobilens) iOS and BlackBerry are installed on 49% of US smartphones
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Nearly 83% of app store revenues are made on iOS.
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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?
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iOS has the highest level of competition by Distimo
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Rovio Angry Birds: Android revenue = iOS revenue Answer: Every platform can bring you money Keywords: competition, experience, expertise, strategy
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Going Global Challenge: Developers are only aiming at established and rich markets like US and Western Europe
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Android sales in 2011 40% of smartphones are sold in Asia-Pacific
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America: 29% vs Asia 70% vs EMEA 31%
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Answer: You should have a monetization strategy for every region. Asia Pacific USA Western Europe Middle East Latin America Eastern Europe CIS Africa
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App stores
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Challenge: Developers are ignoring alternative app stores
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Alternative stores: Opera Mobile App Store GetJar Appia (Pocketgear) AndAppStore Handango OnlyAndroid Insyde Market Amazon App Store SlideME Appoke YAAM Regional stores: Andronavi (Japan) Wandoujia (China) Appchina (China) Fasmicro App Store (Africa) HiAPK (China) Operator stores: Vodafone Live! OrangeWorld O2 Active Manufacturer stores: HTC Market Samsung Apps LG smartWorld Shop4Apps (Motorola) and many more....2 000 000 000 downloads on GetJar only
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Premium vs Freemium Challenge: Developers rely on premium distribution models.
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Percentage of free apps:
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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
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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
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75% of top 100 grossing iOS apps are games 65% of them are freemium Answer: Avoid selling your games and use Freemium models!
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Earn money from free games Mobile ads Offers In-game purchases Sponsorships and special deals
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Mobile ads $15 billion in 2011.
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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
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Mobile offers A great way to monetize non-paying users.
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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!
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In-app purchases What can be sold? virtual credits extra levels trial version activation extra features personalization banner-free version (weak)
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Consumable goods (virtual credits) 68% of in-app purchases
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Challenge: Developers are using ineffective payment methods
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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...
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or Answer Analyze your user base and select the most suitable payment method and additional methods if needed.
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Challenge: Bad user experience during payment flow vs
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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.
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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
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Answer: Make your payment flow perfect!
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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.
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Challenge: Wrong pricing policy $2 in USA $2 in China Answer: Adjust the prices according to purchasing power.
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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.
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Спасибо! Andrei Dementjev andrei@fortumo.com skype: andrei.dementjev
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