Customers not coming from paid marketing are key for marketability of apps in light of the struggle to keep customer lifetime value above customer acquisition cost. Unfortunately, data on these 'organic' users is sparse. It is mostly unknown why they download an app. Did they hear about it through family and friends (word-of-mouth)? Did they discover it on the App/Play Store? Did they watch a TV ad? Do they know your brand and searched for it? This talk investigates organic traffic in mobile games using data of the Berlin-based game developer Wooga. It introduces word-of-mouth as a key driver of adoption in the app ecosystem by presenting unique in-app survey results. It extends these with quantitative analysis and finally provides a synopsis by sketching a framework of the drivers of word-of-mouth for mobile apps.
31. • 75% face-to-face, 15% phone, 10% online
• Drivers of WOM: customer satisfaction, trust and brand
commitment
• Nielsen: Most trusted source of consumer information,
most likely to be acted upon
• WOM customers add more value, create more WOM in
turn
31
WOM facts
40. Mobile Ads
App Store
Charts
Word of Mouth
Day 7 Retention 100 95 120
Rounds until day 7 100 100 110
WOM users over-index on
retention and engagement
43. People play – people
talk?
43
CAUSING ORGANICS NOT CAUSING ORGANICS
•Marketing volume
•DRU in some large countries with
limited marketing activity
•Engagement
Causality tests
45. • Substantially lower WOM
• Not consistently caused by a loyal
customer base and its engagement
• Even though engagement is very high
• Marketing activity partly causal
45
Pearl’s
Peril
vs.
Jelly
Splash
50. •KPIs: Organics per Paid Organics per kDRU
•Consider WOM in game/app design (e.g. giving players
things to talk about broadly, social features)
•Think about WOM in product marketing (game name –
Best Fiends, IP – Pokemon Go)
50
Business impact so far