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A practical guide to pricing mobile apps Many developers think that they only have two options when it comes to monetizing their apps: either charge the smallest amount possible; or make it free and add adverts. This is wrong. There are many ways to monetize your apps. In this session we’ll take a practical look at a variety of the monetization options that are available. Plus we’ll dig deep into pricing strategies and ways to make the most of in app advertising for when they are the most appropriate options for an app. Matt Lacey @mrlacey http://mrlacey.com/

Pricing mobile apps

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Slides from presentation at #MobDevCon where I talked about pricing strategies and ideas for mobile apps

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A practical guide to pricing mobile appsMany developers think that they only have two options when it comes to monetizing their apps: either charge the smallest amount possible; or make it free and add adverts.This is wrong. There are many ways to monetize your apps. In this session we’ll take a practical look at a variety of the monetization options that are available. Plus we’ll dig deep into pricing strategies and ways to make the most of in app advertising for when they are the most appropriate options for an app.

Matt Lacey @mrlacey http://mrlacey.com/

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why?• not a new area: don't expect any magical insights• collection of ideas others have had in and about this

subject• developers often struggle and avoid this subject• there are answers: want to point people to them,

not leave them navel gazing• move from repeatedly asking these questions to

building awesome, sustainable apps• you probably know or have heard some of this

before… • but you may not have applied them to mobile apps

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I want you to create awesome, financially sustainable, apps

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A story – you’ve been told

Build something quickly

Get loads of downloads

Make millions

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Bubble ball

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xigxag interactive

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A story – expectation

Build something

Then a miracle happens

Make millions

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A story – common reality

Build something

Get few downloads

disappointment

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reality

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no

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2/3rds of apps lose money

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“the app poverty line”

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high costs and low sales

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making money

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it‘s business

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not about coding

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"I prefer free apps with adds [sic], cause they target all categories of people. But payed [sic] apps just target well off people"

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"For larger business apps, or larger games, maybe it’s better to go with paid options, in order to cover cost and make profit."

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“I’ll earn more if I can just get a higher ePCM”

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“I’ve got a great idea for an app but I don’t think people will pay for it and I do want to do adverts”

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start with the app

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build what people will pay for

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value

inform entertain provide a service

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solve a problem

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solve a hard problem

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quality matters

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crash reports, bug tracking & analytics

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monetization

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business models

indirectbusiness supported

ad supported

sponsored

loss leader

merchandising

directcharge directly

subscription

trials and upgrades

virtual goods & customizations

additional functionality

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charging

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fixed costs

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what you need

great app updates support

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variable costs

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fixed + variable + margin

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dev + recurring + margin

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how much?

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what impacts price?Availability of substitutes

Price of substitutes

Necessity

Who’s paying

Brand awareness and respect

Relative cost to buyer

Perceived production value

Culture

Device

OS

Perceived value

Perceived lifespan

Payment options

Seasonality

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experiment

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IAP

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freemium

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freemium – 1 app or 2

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IAP - easy to experiment

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engagement & IAP

x18

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IAP – beyond the app store

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paying more than once

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vary price by platform

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Yes,support multiple platforms

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vary price by location

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piracy

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piracy – accept and embrace

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phone v tablet

170%

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vary price over time

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trials

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trials – help sales

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types of trial

time limited

functionally limited

other?

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subscriptions

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most effective revenue model

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A lesson from charities

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retention is key

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build in retention and engagement from the start

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enterprise pricing

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indirect monetization

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advertising

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most popular revenue model

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“If you’re not paying, you’re the product”

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If you’re users aren’t willing to pay, perhaps someone

will pay for your users

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seen as simple

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balance

attention encourage clicks

not impact experience

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when to show

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placement matters

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effective integration is key

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Full screen ads generally generate the more engagement and ultimately more revenue

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Be prominent but at appropriate breaks and between content

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banner ads

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cost per A/C/E/I/L/M/V

AcquisitionClickEngagementImpression InstallLeadMilleView

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don’t:

optimize for accidental clicking of ads

get in the way

have lots on screen at once

assume it’s a silver bullet

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fallback networks

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cross promotion

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smart targeting

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affiliates and referrals

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sell your own

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sponsorship

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games

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3 types of player

with time with skill with money

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promotion

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5 downloads per month

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ongoing

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“good marketing will make a bad product fail faster”

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acquisition

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App store promotion

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halo effect?

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how to get promotionWho you know

Good app

Use latest SDK features – early

Good ratings

High rankings

Good user retention

Good reliability (no crashes)

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merchandising

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cameos

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how to make more revenue?optimize price

more users

more platforms

more marketplaces

more languages

more [positive] reviews

new verticals

other income sources

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http://flic.kr/p/9vhF4E

obligatory clichéd image

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summary

• Think before you build• Remember it’s a business• Build software to meet a need and don't become a commodity• Build something awesome• Consider multiple monetization strategies

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