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Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
Flurry Presentation
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Flurry Presentation

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  • Developers Want a business not an OSAndroid Devices Up, But Not Creating Business Opportunity for Developers (money, ecosystem not there)Apple offers developersmoney and ecosystemDevelopers Shape the Platform; Platforms Defined by the DeveloperThe Bar is Rising.All Other Platforms and Carriers Have Their Work Cut Out
  • Examples of revenue generated from applications that rival the most profitable tech companies. And we’ve only scratched the surface.
  • Transcript

    • 1. Turn iOS Virtual Currency into Real Revenue<br />Peter Farago<br />VP Marketing<br />Flurry, Inc.<br />December 1, 2010<br />
    • 2. <ul><li>Promote Your App
    • 3. Monetize Your App
    • 4. Improve Your App
    • 5. Retain Your Users</li></li></ul><li>Flurry Snapshot<br />Selected Customers<br />Flurry Analytics<br />App Developers:<br />35,000<br />Live Applications:<br />55,000<br />Total Devices Covered:<br />170 M<br />Monthly Active Devices:<br />103 M<br />Daily Active Devices:<br />30 M<br />Monthly Sessions:<br />4.4 B<br />Monthly Events:<br />45 B<br />Flurry AppCircle<br />App Developers:<br />1,200<br />Devices Reached:<br />50 M<br />
    • 6. iPhone App Store Dwarfing iTunes Success<br />“I’ve never seen anything like this in my career” – Steve Jobs<br />App Store vs. iTunes Downloads<br />downloads <br />(billions)<br /><ul><li>App Store 6.5B in just over 2 Yrs; Tunes 370M over same time</li></ul>26 months<br /><ul><li>App Store downloads 18X versus iTunes over same period of time</li></ul>23 months<br /><ul><li>iTunes reached 6B in ~ 6 years; App Store reached ~ 1/3 time</li></ul>18 months<br />15 months<br />10 months<br />2B<br />3B<br />4B<br />1B<br />5B<br />6B<br />iTunes Downloads<br />months since launch<br />Source: Apple, Inc.<br />
    • 7. Consumer Usage by Category, iOS<br />Total Sessions by Category, Percent<br />Healthcare & Fitness<br />
    • 8. iPhone Takes Share from Traditional Gaming<br />U.S. Video Game Software by Revenue<br />2008<br />2009<br />Source: Flurry Analytics<br />
    • 9. iPhone Takes Share Handheld Gaming<br />U.S. Portable Game Software by Revenue<br />2008<br />2009<br />Source: Flurry Analytics<br />
    • 10. Social Gaming on Mobile<br />Mostly Games<br />RPG , Simulation, Poke<br />Some Puzzle, Word<br />Tuned for Mobile Experience<br />Typically casual game-mechanic<br />Design delivers quick fun, but supports for longer game sessions<br />Leverage social components, from MMO to MSP<br />Platforms<br />
    • 11. iOS vs. Android Installed Base<br />Unique Devices Detected per Day<br />Source: Flurry Analytics<br />
    • 12.
    • 13. Game Developers Want a Business Not an OS<br />Great Device & <br />Operating System<br />Broadband Connectivity<br />Developer<br />Innovation<br />Large, Paying <br />Customer Base<br />One-click<br />Purchase<br />
    • 14. Free in Top Grossing:<br /><ul><li>2 of the top 5
    • 15. 5 of the top 10
    • 16. 10 of the top 25
    • 17. 19 of the top 50</li></li></ul><li>Free-to-Play Business Model Works on iOS<br />Ka-ching!<br />Revenue per User per Year (aka ARPU)<br />*<br />* Example of ARPU from successful social gaming apps category <br />Sources: Flurry Analytics, <br />comScore, and ADOstrategies<br />
    • 18. Some Free-to-Play Examples<br />
    • 19. Underlying Drivers of KPIs<br />Monetization<br />Retention<br />Acquisition<br />Promotion<br />Cross-selling<br />Advertising<br />Social Channels<br />Viral Loops<br />Freemium<br />Micro-transactions<br />Affiliate<br />Advertising<br />Concept / Quality<br />Payout Curve<br />Social Status<br />Achievements<br />Competition<br />Content Updates<br />Free-to-play Business Model<br />Revenue per DAU<br />
    • 20. Lessons from the Lion King<br />
    • 21. You Have More Potential<br />In-App <br />Purchases<br />
    • 22. AppCircle Monetizes Non-Purchasing Consumers<br />Daily Revenue Range by Implementation Quality<br />3% Virtual Goods <br />Purchasers<br />97%<br />non-purchasers*<br />Revenue Projection by Month, Quarter, Year (100k DAU)<br />Source: Flurry Analytics<br />
    • 23. AppCircle Affiliate Revenue Boost<br />
    • 24. Targeted AppCircle Recommendations Solve Discovery<br />Primary App Recommendation<br />Populated by Flurry Engine<br />App Store<br />User Rewards<br />Click takes user to App Store<br />Leverages publisher virtual currency to increase CTRs<br />Interstitial<br />Roadblock<br />Highly Targeted Recommendation<br />Secondary App <br />Recommendations<br />Populated by <br />Flurry Engine<br />
    • 25. Chance Based Reward<br />
    • 26. Have User Complete Task<br />x<br />Earn in-game cash!<br />$5 000<br />Download and try this recommended app<br />The Moron Test<br />DistinctivDev<br />FREE<br />
    • 27. Thank youpeter@flurry.com<br />

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