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Getting
                                                                                           Your
                                                                                          Share
                                                                                          of the
                                                                                         Mobile
Dan Syrstad
SyriousGames.com
                                                                                            App
Presented at Twin Cities OTUG 2010-10-20                                                 Market
                              Copyright 2010 Visual Systems Corp. All Rights Reserved.
wn?
                ou O
            Do Y
  at P hone
Wh
How Many of You Have App In...




            ?
What This Talk Is About...

●   How to get your app noticed (Marketing)


       ●   How to Get Paid (Monetization)


      ●    How to determine if it's working
                   (Measuring)
What This Talk Isn't About



    - How to write an app

   - How to publish an app

  - How I can do it for you
Who Am I?


    Software Industry: 28 years

Founder of Visual Systems: 19 years

 Independent Consultant (Day Job)

Android Developer (by night): 2 years
What I've Done



 Custom Software

Commercial Software

     Marketing
My Android Games:
What I Haven't Done...



       I haven't implemented
   some of the ideas I'll talk about.

But others have, and I'll talk about that.
State of the App World
          Smart Phone Sales




Source: [1]
Smart Phone Sales




Source: [1]
Apple App Store


   - Launched 6/2008

  - # of Apps: 250,000
    as of 8/28/2010 [2]

- ~12,500 New Apps/Month
Apple App Store




Source: [3]
Android Market
    - Launched 10/2008

- # of Apps: 80,000 (official)
        as of 9/9/2010

  - Or maybe 140,000 [4]

- ~17,000 New Apps/Month

  - 1.8 billion downloads
(2010-10-13 androlib.com)
Android Market




Source: [5]
Apple vs. Android - Fight!



       iPad Released




                       Droid Released
State of the App World




Source: [4]
Now What Do You Do?



 - It's hard to get noticed by chance

- How do you stand out in a crowd of
             100,000?
Ready for the Fire Hose?

- Not just one thing – No Silver Bullet

      - One thing is for sure:
 You need a polished, engaging app

- Some things will work for your app,
          some might not.

       - Test, tweak, repeat...
Getting Your App Noticed



 Leverage your launch momentum:

Figure out your strategy ahead of time

       Create a buzz at launch
Get App Store/Market Visibility

 This should be your ultimate goal
 Visibility Here = Free Advertising

 You get here by being highly rated
               - OR -
          On a new launch
               - OR -
  On an update (Just In - Android)
App Store Visibility
Android Market Visibility
Be Searchable



- Include keywords which might be
      used in app description

  - Example: Word Game, Puzzle
      - A similar game name
Your Icon and Title
- Should give good impression of what
     your app is and what it does
Human Sharing – Word of Mouth



   - We're talking face-to-face here

  - Many apps are “found” this way

 - Ask for it! Ask users to tell friends
Electronic Sharing
- In-app features to Tweet, Facebook,
       share via email, SMS...
Cross-Promotion


- Promote your other apps to established
               user base

  - Spread the cost of user acquistion

         - Extremely effective
Cross Promotion
Cross Promotion


       Different Flavors:
           - House Ads
     - More Games option
       - Flurry AppCircle
- AdMob Download Exchange
  - Social Gaming (coming...)
Lite Version

- Lite/Free version sells the Full version

 - Low barrier to getting on the phone

    - Make sure to have prominent
          “Buy Full” option

  - More in the Getting Paid section...
Get Reviewed
- Contact app review sites and get reviewed
Social Gaming


  Put social features in your game
        to get a viral effect:

- Global Leaderboards is a simple one
             - Challenges
            - Multiplayer
Social Gaming
  Some free third-party SDKs do this:

     - OpenFeint (iPhone & Android)
  - Scoreloop (challenges, can earn $)

        - One profile for all games
             - Friend strangers
- Leaderboards, challenges, achievements
          - Tweet/FB post scores
   - Shows friend's games (cross-promo)
               - Which one??
Social Gaming
Get Featured
...on Google, T-Mobile, Sprint, & others
Social Media

- Companion web site: Blog, screenshots,
 leaderboards, etc. Update content often.
         - Submit site to Google

              - Facebook Page
    - Twitter account for app/company
      - YouTube Channel – app videos
 - LinkedIn – join groups and announce
                  releases
Social Media
- Announce releases to blog, Twitter,
          Facebook, etc.

- Think of things to tweet about: high
     scores, new features, sales...

    - “Like” plug-in for web site

       - Keep talking about it!
Social Media


       There are services which
    help you manage social media:

- HootSuite.com (free & paid) – also has
    analtyics and mention tracking

            - Ping.fm (free)
Have a Sale!
     …and promote it!
(another thing to talk about)
“Pay” to Share



Allow users to unlock features, get
  achivements, etc. if they share
        with another user
Advertise Your App ($)



  - Google AdWords (+)

 - AdMob, MobClix, etc.

- Facebook (don't bother)
Advertise Your App ($)



     Advertise your
 YouTube video channel
      on YouTube
E-Mail Signature


 Every chance to talk with your users is a
chance to tell them something they might
                 not know.
E-Mail Newsletter



   - Only if the user opts-in

- Might be good for some apps,
     maybe not for games
QR Code
- 2D Barcode scanned by iPhone & Android
         - URL to web site or market
            - Takes user right to it
            - Efficacy info in URL
   - Dedicated app biz card, on web site...
E-mail Auto-Responder


    - Corporate app?

- Links in outgoing emails
     for support, etc.

- “Here are other apps...”
Getting Paid (Monetization)



 - If you're in it for a hobby, don't bother

   - If it's a business, your monetization
strategy should be part of your app design
What's the Right Price?

            - Test, tweak, test

- Test the business model, not the product

   - Start low, move higher – slowly [6]
With apps, easier to raise price than lower

- Price must be low enough, but no lower
What's the Right Price


  - People must be willing to pay for it

     - Your intuition is likely wrong,
               you must test

- Remember: 10 sales @ $.99 = 5 @ $1.99
Freemium – Lite & Full Apps


- Lite version – free – restricted from Full

   - Full version – $ – has everything
               and NO ads!

- Just getting rid of ads is not compelling
        reason to buy Full version
Freemium – Lite & Full Apps
- Users don't pay for features, they pay for
  the value those features provide (USP)

      - Lite/Free version can limit
   Capacity (levels, play time) and/or
     Features (global leaderboards)

   - Observation: Users don't like time-
          restricted apps (trials)
Freemium – Lite & Full Apps
    User Roles in the Free version:

      - Understand functionality

            - Invite others

- Data participation (encourages others)

  - Can be indirect revenue from Free
     (cross-promo, socialization, ...)
Freemium – Lite & Full Apps
    - Not everyone will buy – That's ok.

- Conversion rate: 3-5% depending on $ [6]

- My observation: 6.5% ($2.99) – 8% ($.99)

            - It's a numbers game:
Your goal is to push the free version, not the
                   paid version
Freemium – Lite & Full Apps

    - Conversion from Lite to Full is
             Hard for user

 - Download lite, decide, purchase full,
       download full, delete lite

- Would be better to have one unlockable
      version with in-app purchase
Freemium – Lite & Full Apps

        - Lite app needs prominent
              “Buy Full” option

- It's ok to ask at various points in the flow

     - Make sure to explain the value,
             then ask to buy

   - Unique Lite & Full icons and titles
Freemium
   - There's a acquisition cost for both
            Free and Paid users

         - You should know both

- You should capitalize on an acquired user

     - Don't just sell to the user once

     - Don't make the user think hard
Freemium – Other Options


     - Free-only app with in-app
       purchases (buy features)

      - Possible & Easier on iOS

- Possible on Android (PayPal has SDK)
      Might violate dev agreement
Freemium – Ads


  - Free-only, or Lite with Ads & Full

- Google AFMA, AdMob, MobClix, iAds …

  - Try AdWhirl (AdMob, open-source)

          - Test, tweak, test
Freemium – Ads
Freemium – Ads


- Ads worked great 4Q 2009 and 1Q 2010

   - Have since been underwhelming

- Easy to add, but don't make it your only
           monetizing strategy
Freemium – Player Challenges



 - Social Gaming like Scoreloop
      allow paid challenges

           - Sketchy
Freemium – Loss-Leader

- Make a full-featured, useful, free-only app

           - Maybe even no ads

 - Promote your other apps in it – low-key

   - If your company sells other things,
        Free app can drive those sales
Is it Working? - Measuring

       - Analytics is a MUST

   - You must know more than who
                - How often
             - User retention
     - Session length (engagement)
- Every second of use is a second for
      user to refer to someone else
Analytics

      - Also track feature usage

            - Button clicks

       - Time in game, section

- My games: “Is it too difficult?” Score
       trends, levels reached, ...
Analytics

   Analytics SDKs for iOS and Android:

                 - Flurry

            - Google Analytics

           - Both are very similar
    - Tried both and now back to Flurry
- Google Analytics' Android SDK has issues
Analytics
Analytics
Measuring – Download Stats

   - Android Market Developer Console

- Currently limited – have to manually track

 - Google Checkout – track detailed sales
              for Paid only

      - iOS? iTunes download counts
Monitoring


- Google Alerts – setup canned searches.
           RSS or e-mail feed

- Twitter mentions (HootSuite can help)

- Watch Twitter #Andriod #iOS #iPhone
              #app #game
Measuring – Get Feedback

  - In-app feedback (email) feature

- App Store/Market Review Comments

          - Get a thick skin

- Your app won't be right for everyone

- Most important: Listen and evaluate
That's all there is to it!


          Contact Me:

  Get: http://SyriousGames.com
 Talk: dan@SyriousGames.com
     Follow: @SyriousGames
Like: facebook.com/SyriousGames
Watch: youtube.com/SyriousGames
Mentioned
[1] http://blog.nielsen.com/nielsenwire/online_mobile/android-most-popular-operating-system-in-u-s-among-recent-smartphone-buyers/
[2] http://tech.fortune.cnn.com/2010/08/28/apple-app-store-250000-and-counting
[3] http://en.wikipedia.org/wiki/App_Store
[4] http://www.androlib.com/appstats.aspx
[5] http://en.wikipedia.org/wiki/Android_Market
[6] http://code.google.com/events/io/2010/sessions/freemium-vc-panel-enterprise.html (Great panel video!)

Android Market Resources Mentioned:
http://cyrket.com
http://androlib.com
http://appbrain.com
http://www.android.com/market


Get: http://SyriousGames.com
Talk: dan@SyriousGames.com
Follow: @SyriousGames
Like: http://facebook.com/SyriousGames
Watch: http://youtube.com/SyriousGames
Interesting Links
App Store Stats:
http://148apps.biz/app-store-metrics/
http://www.148apps.com/10000/
http://en.wikipedia.org/wiki/App_Store

Android Market stats
http://en.wikipedia.org/wiki/Android_Market
http://androidcommunity.com/android-market-growing-exponentially-now-with-more-than-80000-apps-20100909/

Android vs iPhone / Smartphone marketshare
http://www.digitaltrends.com/mobile/android-gains-market-share-everyone-else-loses/
http://www.spetnik.com/a/news-story/id:800102399,story:android_tops_blackberry_ios_in_smartphone_sales_for_first_time
http://www.cellular-news.com/story/45404.php
http://www.androidcentral.com/android-becomes-top-selling-mobile-os-us-past-6-months

Software Marketing Now
http://sethgodin.typepad.com/seths_blog/2010/10/the-business-of-software.html

Android Eating Away:
http://techcrunch.com/2010/10/06/comscore-android-continues-assault-on-rim-apple
http://gigaom.com/2010/10/05/nielsen-android-surges-to-no-1-in-recent-sales

Scoreloop/OpenFeint/Ngmoco:
http://www.girlsintech.net/2010/09/24/smartphone-games-summit-the-changing-face-of-distribution-living-with-apple/

There’s a bubble?
http://www.fastcompany.com/1684020/the-great-app-bubble

Interesting market analysis
http://www.slideshare.net/pinchmedia/iphone-appstore-secrets-pinch-media?type=presentation (esp page 19)
http://www.slideshare.net/keithahern/how-to-get-ahead-in-the-apple-app-store-by-mogeneration-for-mobile-monday-sydney-04052009
(page 13)
Interesting Links - 2
http://www.slideshare.net/misteroo/appsfire-app-store-market-real-data-insights (stats - older)

Monitor with Google Alerts
http://www.slideshare.net/misteroo/how-to-market-your-app

Returning to the Purpose of the Original Game
http://community.developer.motorola.com/t5/MOTODEV-Blog/Highlights-from-the-Social-Gaming-Summit-2009/ba-p/1470 -

http://www.androlib.com/appstats.aspx - Look at free/paid downloads. esp <50.

http://www.entrepreneur.com/article/217302 - Gaming Upstarts article: “freemium" goods -- free products that upcharge for optional
upgrades on the back-end -- is designing every user action with monetization in mind from the beginning.; “understandable at a glance”;
“it's essential for small companies to produce multiple products, seize opportunities for exposure and build ways to connect directly with
customers. For Appy, it's all about building a running dialogue with fans,”; “Pangea's most effective publicity tactic has simply been text
announcements within its current games “

http://www.newsweek.com/2010/09/15/how-to-build-a-better-smart-phone-app.html “Most settle at $1.99, but WordWise, a game he
invented, draws about 40% more downloads a day at 99 cents than at $1.99.” -- From a revenue standpoint, this is a strange statement -
$.99 * 1.4 < $1.99 - he’s losing 30% revenue. However, he is building download count, which helps in positioning. But don’t target
positioning by dropping price - you’ll get there by other means.

http://www.tuaw.com/2010/03/10/gdc-2010-ngmoco-justifies-the-freemium-model/ “We're just finding that, with paid, you can't make any
money. There's only a handful of companies that are able to charge more than three dollars for a game. Gameloft, EA, Square Enix.”

http://www.zdnet.com/videos/events/tech-execs-talk-up-iphone-freemium-models/408811 :
Freemium Talk: “...charging money once, largely once, for that single transaction in the paid space just wasn't gonna get us to the level of
scale”

From Google I/O Freemium panel (http://code.google.com/events/io/2010/sessions/freemium-vc-panel-enterprise.html)
Interesting Books



Best Android Apps   Best iPhone Apps   The Social Media   Marketing 2.0
                                       Marketing Book

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Getting Your Share of the Mobile App Market

  • 1. Getting Your Share of the Mobile Dan Syrstad SyriousGames.com App Presented at Twin Cities OTUG 2010-10-20 Market Copyright 2010 Visual Systems Corp. All Rights Reserved.
  • 2. wn? ou O Do Y at P hone Wh
  • 3. How Many of You Have App In... ?
  • 4. What This Talk Is About... ● How to get your app noticed (Marketing) ● How to Get Paid (Monetization) ● How to determine if it's working (Measuring)
  • 5. What This Talk Isn't About - How to write an app - How to publish an app - How I can do it for you
  • 6. Who Am I? Software Industry: 28 years Founder of Visual Systems: 19 years Independent Consultant (Day Job) Android Developer (by night): 2 years
  • 7. What I've Done Custom Software Commercial Software Marketing
  • 9. What I Haven't Done... I haven't implemented some of the ideas I'll talk about. But others have, and I'll talk about that.
  • 10. State of the App World Smart Phone Sales Source: [1]
  • 12. Apple App Store - Launched 6/2008 - # of Apps: 250,000 as of 8/28/2010 [2] - ~12,500 New Apps/Month
  • 14. Android Market - Launched 10/2008 - # of Apps: 80,000 (official) as of 9/9/2010 - Or maybe 140,000 [4] - ~17,000 New Apps/Month - 1.8 billion downloads (2010-10-13 androlib.com)
  • 16. Apple vs. Android - Fight! iPad Released Droid Released
  • 17. State of the App World Source: [4]
  • 18. Now What Do You Do? - It's hard to get noticed by chance - How do you stand out in a crowd of 100,000?
  • 19. Ready for the Fire Hose? - Not just one thing – No Silver Bullet - One thing is for sure: You need a polished, engaging app - Some things will work for your app, some might not. - Test, tweak, repeat...
  • 20. Getting Your App Noticed Leverage your launch momentum: Figure out your strategy ahead of time Create a buzz at launch
  • 21. Get App Store/Market Visibility This should be your ultimate goal Visibility Here = Free Advertising You get here by being highly rated - OR - On a new launch - OR - On an update (Just In - Android)
  • 24. Be Searchable - Include keywords which might be used in app description - Example: Word Game, Puzzle - A similar game name
  • 25. Your Icon and Title - Should give good impression of what your app is and what it does
  • 26. Human Sharing – Word of Mouth - We're talking face-to-face here - Many apps are “found” this way - Ask for it! Ask users to tell friends
  • 27. Electronic Sharing - In-app features to Tweet, Facebook, share via email, SMS...
  • 28. Cross-Promotion - Promote your other apps to established user base - Spread the cost of user acquistion - Extremely effective
  • 30. Cross Promotion Different Flavors: - House Ads - More Games option - Flurry AppCircle - AdMob Download Exchange - Social Gaming (coming...)
  • 31. Lite Version - Lite/Free version sells the Full version - Low barrier to getting on the phone - Make sure to have prominent “Buy Full” option - More in the Getting Paid section...
  • 32. Get Reviewed - Contact app review sites and get reviewed
  • 33. Social Gaming Put social features in your game to get a viral effect: - Global Leaderboards is a simple one - Challenges - Multiplayer
  • 34. Social Gaming Some free third-party SDKs do this: - OpenFeint (iPhone & Android) - Scoreloop (challenges, can earn $) - One profile for all games - Friend strangers - Leaderboards, challenges, achievements - Tweet/FB post scores - Shows friend's games (cross-promo) - Which one??
  • 36. Get Featured ...on Google, T-Mobile, Sprint, & others
  • 37. Social Media - Companion web site: Blog, screenshots, leaderboards, etc. Update content often. - Submit site to Google - Facebook Page - Twitter account for app/company - YouTube Channel – app videos - LinkedIn – join groups and announce releases
  • 38. Social Media - Announce releases to blog, Twitter, Facebook, etc. - Think of things to tweet about: high scores, new features, sales... - “Like” plug-in for web site - Keep talking about it!
  • 39. Social Media There are services which help you manage social media: - HootSuite.com (free & paid) – also has analtyics and mention tracking - Ping.fm (free)
  • 40. Have a Sale! …and promote it! (another thing to talk about)
  • 41. “Pay” to Share Allow users to unlock features, get achivements, etc. if they share with another user
  • 42. Advertise Your App ($) - Google AdWords (+) - AdMob, MobClix, etc. - Facebook (don't bother)
  • 43. Advertise Your App ($) Advertise your YouTube video channel on YouTube
  • 44. E-Mail Signature Every chance to talk with your users is a chance to tell them something they might not know.
  • 45. E-Mail Newsletter - Only if the user opts-in - Might be good for some apps, maybe not for games
  • 46. QR Code - 2D Barcode scanned by iPhone & Android - URL to web site or market - Takes user right to it - Efficacy info in URL - Dedicated app biz card, on web site...
  • 47. E-mail Auto-Responder - Corporate app? - Links in outgoing emails for support, etc. - “Here are other apps...”
  • 48. Getting Paid (Monetization) - If you're in it for a hobby, don't bother - If it's a business, your monetization strategy should be part of your app design
  • 49. What's the Right Price? - Test, tweak, test - Test the business model, not the product - Start low, move higher – slowly [6] With apps, easier to raise price than lower - Price must be low enough, but no lower
  • 50. What's the Right Price - People must be willing to pay for it - Your intuition is likely wrong, you must test - Remember: 10 sales @ $.99 = 5 @ $1.99
  • 51. Freemium – Lite & Full Apps - Lite version – free – restricted from Full - Full version – $ – has everything and NO ads! - Just getting rid of ads is not compelling reason to buy Full version
  • 52. Freemium – Lite & Full Apps - Users don't pay for features, they pay for the value those features provide (USP) - Lite/Free version can limit Capacity (levels, play time) and/or Features (global leaderboards) - Observation: Users don't like time- restricted apps (trials)
  • 53. Freemium – Lite & Full Apps User Roles in the Free version: - Understand functionality - Invite others - Data participation (encourages others) - Can be indirect revenue from Free (cross-promo, socialization, ...)
  • 54. Freemium – Lite & Full Apps - Not everyone will buy – That's ok. - Conversion rate: 3-5% depending on $ [6] - My observation: 6.5% ($2.99) – 8% ($.99) - It's a numbers game: Your goal is to push the free version, not the paid version
  • 55. Freemium – Lite & Full Apps - Conversion from Lite to Full is Hard for user - Download lite, decide, purchase full, download full, delete lite - Would be better to have one unlockable version with in-app purchase
  • 56. Freemium – Lite & Full Apps - Lite app needs prominent “Buy Full” option - It's ok to ask at various points in the flow - Make sure to explain the value, then ask to buy - Unique Lite & Full icons and titles
  • 57. Freemium - There's a acquisition cost for both Free and Paid users - You should know both - You should capitalize on an acquired user - Don't just sell to the user once - Don't make the user think hard
  • 58. Freemium – Other Options - Free-only app with in-app purchases (buy features) - Possible & Easier on iOS - Possible on Android (PayPal has SDK) Might violate dev agreement
  • 59. Freemium – Ads - Free-only, or Lite with Ads & Full - Google AFMA, AdMob, MobClix, iAds … - Try AdWhirl (AdMob, open-source) - Test, tweak, test
  • 61. Freemium – Ads - Ads worked great 4Q 2009 and 1Q 2010 - Have since been underwhelming - Easy to add, but don't make it your only monetizing strategy
  • 62. Freemium – Player Challenges - Social Gaming like Scoreloop allow paid challenges - Sketchy
  • 63. Freemium – Loss-Leader - Make a full-featured, useful, free-only app - Maybe even no ads - Promote your other apps in it – low-key - If your company sells other things, Free app can drive those sales
  • 64. Is it Working? - Measuring - Analytics is a MUST - You must know more than who - How often - User retention - Session length (engagement) - Every second of use is a second for user to refer to someone else
  • 65. Analytics - Also track feature usage - Button clicks - Time in game, section - My games: “Is it too difficult?” Score trends, levels reached, ...
  • 66. Analytics Analytics SDKs for iOS and Android: - Flurry - Google Analytics - Both are very similar - Tried both and now back to Flurry - Google Analytics' Android SDK has issues
  • 69. Measuring – Download Stats - Android Market Developer Console - Currently limited – have to manually track - Google Checkout – track detailed sales for Paid only - iOS? iTunes download counts
  • 70. Monitoring - Google Alerts – setup canned searches. RSS or e-mail feed - Twitter mentions (HootSuite can help) - Watch Twitter #Andriod #iOS #iPhone #app #game
  • 71. Measuring – Get Feedback - In-app feedback (email) feature - App Store/Market Review Comments - Get a thick skin - Your app won't be right for everyone - Most important: Listen and evaluate
  • 72. That's all there is to it! Contact Me: Get: http://SyriousGames.com Talk: dan@SyriousGames.com Follow: @SyriousGames Like: facebook.com/SyriousGames Watch: youtube.com/SyriousGames
  • 73. Mentioned [1] http://blog.nielsen.com/nielsenwire/online_mobile/android-most-popular-operating-system-in-u-s-among-recent-smartphone-buyers/ [2] http://tech.fortune.cnn.com/2010/08/28/apple-app-store-250000-and-counting [3] http://en.wikipedia.org/wiki/App_Store [4] http://www.androlib.com/appstats.aspx [5] http://en.wikipedia.org/wiki/Android_Market [6] http://code.google.com/events/io/2010/sessions/freemium-vc-panel-enterprise.html (Great panel video!) Android Market Resources Mentioned: http://cyrket.com http://androlib.com http://appbrain.com http://www.android.com/market Get: http://SyriousGames.com Talk: dan@SyriousGames.com Follow: @SyriousGames Like: http://facebook.com/SyriousGames Watch: http://youtube.com/SyriousGames
  • 74. Interesting Links App Store Stats: http://148apps.biz/app-store-metrics/ http://www.148apps.com/10000/ http://en.wikipedia.org/wiki/App_Store Android Market stats http://en.wikipedia.org/wiki/Android_Market http://androidcommunity.com/android-market-growing-exponentially-now-with-more-than-80000-apps-20100909/ Android vs iPhone / Smartphone marketshare http://www.digitaltrends.com/mobile/android-gains-market-share-everyone-else-loses/ http://www.spetnik.com/a/news-story/id:800102399,story:android_tops_blackberry_ios_in_smartphone_sales_for_first_time http://www.cellular-news.com/story/45404.php http://www.androidcentral.com/android-becomes-top-selling-mobile-os-us-past-6-months Software Marketing Now http://sethgodin.typepad.com/seths_blog/2010/10/the-business-of-software.html Android Eating Away: http://techcrunch.com/2010/10/06/comscore-android-continues-assault-on-rim-apple http://gigaom.com/2010/10/05/nielsen-android-surges-to-no-1-in-recent-sales Scoreloop/OpenFeint/Ngmoco: http://www.girlsintech.net/2010/09/24/smartphone-games-summit-the-changing-face-of-distribution-living-with-apple/ There’s a bubble? http://www.fastcompany.com/1684020/the-great-app-bubble Interesting market analysis http://www.slideshare.net/pinchmedia/iphone-appstore-secrets-pinch-media?type=presentation (esp page 19) http://www.slideshare.net/keithahern/how-to-get-ahead-in-the-apple-app-store-by-mogeneration-for-mobile-monday-sydney-04052009 (page 13)
  • 75. Interesting Links - 2 http://www.slideshare.net/misteroo/appsfire-app-store-market-real-data-insights (stats - older) Monitor with Google Alerts http://www.slideshare.net/misteroo/how-to-market-your-app Returning to the Purpose of the Original Game http://community.developer.motorola.com/t5/MOTODEV-Blog/Highlights-from-the-Social-Gaming-Summit-2009/ba-p/1470 - http://www.androlib.com/appstats.aspx - Look at free/paid downloads. esp <50. http://www.entrepreneur.com/article/217302 - Gaming Upstarts article: “freemium" goods -- free products that upcharge for optional upgrades on the back-end -- is designing every user action with monetization in mind from the beginning.; “understandable at a glance”; “it's essential for small companies to produce multiple products, seize opportunities for exposure and build ways to connect directly with customers. For Appy, it's all about building a running dialogue with fans,”; “Pangea's most effective publicity tactic has simply been text announcements within its current games “ http://www.newsweek.com/2010/09/15/how-to-build-a-better-smart-phone-app.html “Most settle at $1.99, but WordWise, a game he invented, draws about 40% more downloads a day at 99 cents than at $1.99.” -- From a revenue standpoint, this is a strange statement - $.99 * 1.4 < $1.99 - he’s losing 30% revenue. However, he is building download count, which helps in positioning. But don’t target positioning by dropping price - you’ll get there by other means. http://www.tuaw.com/2010/03/10/gdc-2010-ngmoco-justifies-the-freemium-model/ “We're just finding that, with paid, you can't make any money. There's only a handful of companies that are able to charge more than three dollars for a game. Gameloft, EA, Square Enix.” http://www.zdnet.com/videos/events/tech-execs-talk-up-iphone-freemium-models/408811 : Freemium Talk: “...charging money once, largely once, for that single transaction in the paid space just wasn't gonna get us to the level of scale” From Google I/O Freemium panel (http://code.google.com/events/io/2010/sessions/freemium-vc-panel-enterprise.html)
  • 76. Interesting Books Best Android Apps Best iPhone Apps The Social Media Marketing 2.0 Marketing Book