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WHAT THE TOP 50 APPS DO WITH IAP THAT
THE REST OF US DON’T
Reach  Engage  Earn
MIKE HINES
DEVELOPER EVANGELIST, AMAZON
@MikeFHines mikehines45
mihines@amazon.com
I N T R O D U C T I O N
Mike Hin es
Developer Evangelist, Amazon Appstore
@MikeFHines
Founder @ 2 Financial Services Startups
Founder @ 2 Software Startups
QA Engineer @ Now Software
QA Manager, Product Manager @ Microsoft
Evangelist @ Amazon.com
Mentor @ GameFounders, Dev Bootcamp
Games Judge @Casual Connect Indie Prize, White
Nights, and Pocket Gamer Very Big Indie Pitch
Speaker @ GDC, GDCE, Casual Connect, Pocket
Gamer Connects, AnDevCon, White Nights, CES,
PAX Dev
How the Top 50 apps did
vs. the rest of us
Cohort Analysis
Group A: Top-50 Grossing
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
Day 1: Installs
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
100100
installed
Day 1: Active Users
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Iiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiii
4142
In
active
5958
active
Day 1: Uninstalls
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Iiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii1318
uninstalled
5958
active
Day 1: Paying Users
Group A: Top-50 Grossing
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii1318
uninstalled
5958
active
33
paying
2.6
2.9
Source: Amazon Appstore, March 2014
Day 1: Engagement
Group A: Top-50 Grossing
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
Group B: Rest of Freemium
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii1318
uninstalled
5958
active
33
paying
# of sessions / active
session length / active
(minutes)
× =
avg. session length
(minutes)
6.9
7.4
1822
6.9
7.4
2.6
2.9
Day 1: Revenue
Group A: Top-50 Grossing
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii
=×
# of items / paying
100%
112%
avg. selling price
100%
136%
100%
154%
ARPPU
1318
uninstalled
5958
active
33
paying
# of sessions / active
session length / active
(minutes)
× =
avg. session length
(minutes)
18
22
Source: Amazon Appstore, March 2014
1 Day Later…
Group A: Top-50 Grossing
ii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiii
Group B: Rest of Freemium
ii
Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
×
avg. session length
(minutes)
1725
uninstalled
3437
active
11
paying
=×
# of items / paying
100%
106%
avg. selling price
100%
107%
100%
114%
ARPPU
6.7
7.7
3.2
3.5
21
27=
# of sessions / active
3 Days Later…
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
×
avg. session length
(minutes)
1928
uninstalled
1923
active
=×
# of items / paying
100%
107%
avg. selling price
100%
122%
100%
131%
ARPPU
5.9
7.9
2.6
3.2
15
25
=
# of sessions / active
1 Week Later…
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
×
avg. session length
(minutes)
2032
uninstalled
1418
active
=×
# of items / paying
100%
102%
avg. selling price
100%
121%
100%
124%
ARPPU
5.7
7.4
2.6
3.2
15
24
=
# of sessions / active
2 Weeks Later…
Group A: Top-50 Grossing
iiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiii
iiiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
×
avg. session length
(minutes)
2134
uninstalled
1014
active
=×
# of items / paying
100%
111%
avg. selling price
100%
108%
100%
120%
ARPPU
5.7
7.3
2.5
3.1
14
22=
# of sessions / active
1 Month Later…
Group A: Top-50 Grossing
iiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiii
iiiiiiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
× =
avg. session length
(minutes)
2236
uninstalled
48
active
=×
# of items / paying
100%
103%
avg. selling price
100%
128%
100%
131%
ARPPU
5.9
7.3
2.4
3.1
14
23
# of sessions / active
Hours Since App Download
IN-APP PURCHASING BY HOUR
Source: Amazon Appstore, March 2014
0 24 48 72 96 120 144 168 192 216 240 264 288
PRICE INCREASES OVER TIME
Days User Owned App
80%
90%
100%
110%
120%
130%
140%
150%
160%
170%
1 4 7 10 13 16 19 22 25 28
Source: Amazon Appstore, March 2014
+60%
average
selling price
WHAT WE LEARNED
The top have higher average price points
You can charge more in the right place and time.
Session length and count are important
Retention is not the only important metric.
What the top 50 do differently
-- Selling
THE TOP DEVELOPERS KNOW THE NUMBERS
?
ENGAGE
CUSTOMER
EARLY
MAKE IT
EASY TO
COME BACK
GIVE THEM A
REASON TO
COME BACK
37% of users who will purchase, purchase
on the first day
48% of repeat purchases happen within one
hour of a previous purchase
64% of revenue comes from 3rd order +
74% of revenue occurs after first 7 days
56% of revenue occurs after first 30 days
THE TOP DEVELOPERS KNOW THE NUMBERS
?
ENGAGE
CUSTOMER
EARLY
MAKE IT
EASY TO
COME BACK
GIVE THEM A
REASON TO
COME BACK
37% of users who will purchase, purchase
on the first day
48% of repeat purchases happen within one
hour of a previous purchase
64% of revenue comes from 3rd order +
74% of revenue occurs after first 7 days
56% of revenue occurs after first 30 days
Apps with tutorials that introduce IAP
items
HAVE A 2.5x HIGHER
CONVERSION RATESource: Amazon Appstore, July 2013
Apps showing users how to “consume”
GET MORE REPEAT
ORDERS
Games that providing a post-purchasing tutorial
generated 65% more repeat orders than the
market average.
Source: Amazon Appstore, March 2014
Games with bigger selection
RECEIVE MORE
ORDERS PER
CUSTOMER
Developers that add new items regularly are able to
re-engage their paying customers. 1.14% of the
customers generate 30% of sales.
Source: Amazon Appstore, March 2014
69%
100%
145%
1-5 Items 6-10
Items
11-15
Items
ARPPU by # of IAP items for sale
Conversion Rate
INDEX: Average = 100%
Don’t confuse your customer
OFFER VARIETY,
BUT NOT TOO
MUCH
Source: Amazon Appstore, March 2014
147%
101%
52%
0%
50%
100%
150%
200%
1-5
Price
Points
6-10
Price
Points
11-15
Price
Points
Where do apps
GENERATE
THE MOST
REVENUE
A 2016 study by Swrve
shows that disproportional
revenue is generated from
higher end price points.
© Swrve 2016 Mobile Monetization Report – used with permission
To sell more IAP items,
BE CLEAR
ABOUT VALUE
Make it obvious what the
benefit is for buying different
price items. Confused
customers don’t buy anything.
WHAT WE LEARNED
Games with bigger selection
RECEIVE MORE ORDERS
Tutorials that introduce in-app items
HAVE HIGHER CONVERSION
Showing users how to “consume”
GETS REPEAT ORDERS
Treating in-app items like a catalogue
MAKES IT EASY TO SHOP
1.14%
of paying customers generate
30% of sales
What the top 50 do differently
-- Engagement
REDUCE BARRIERS TO FREQUENT USE
Tuning Game Difficulty
WILL ENCOURAGE
LONGER SESSIONS
Too hard, and users will abandon. Too
easy, and they can get bored. Just right,
and it becomes addictive!
An active community can
IMPROVE
ENGAGEMENT,
ACQUISITION AND
RETENTION
By creating:
• Influencers
• Content Creators
• Revenue Opportunities
Leaderboards and
Achievements are
THE MINIMUM BAR
FOR SOCIAL
ENGAGEMENT
FAN CREATED CONTENT IN YOUR COMMUNITY
To be in control,
HAVE A LOT
OF LEVERS
Measure with Analytics, and
use A|B Testing to fine-tune
everything from game
difficulty to IAP menu
choices.
Design IAP into the
fabric of your game
MAKE IT
EASY TO BUY
Offering ways to buy your IAP
items when they are needed
will increase conversion.
Apps that made it easy to shop
INCREASED REVENUE 75% (ARPPU)
WHAT WE LEARNED
Add social and tweak game difficulty to
INCREASE TIME AND COUNT OF
SESSIONS
Cater to your best and longest customers with clear value
DIFFERENTIATE YOUR IAP CATALOG
Give yourself control of your game in the wild
IMPLEMENT A|B TESTING
IF YOU ONLY DO ONE THING…
Cater to your best and longest customers
DIFFERENTIATE YOUR IAP CATALOG
IF YOU ONLY DO TWO THINGS…
Cater to your best and longest customers
DIFFERENTIATE YOUR IAP CATALOG
Make sure your IAP catalogs are
CLEAR ABOUT VALUE
IF YOU ONLY DO TWO THINGS…
Cater to your best and longest customers
DIFFERENTIATE YOUR IAP CATALOG
Make sure your IAP catalogs are
CLEAR ABOUT VALUE
Learn more:
http://bit.ly/top50iap
Follow us:
/MobileDevMikeHines
@MikeFHines
developer.amazon.com/blog
THANK YOU!
Learn more:
http://bit.ly/top50iap
Feedback:
Follow us:
/AmazonAppstoreForAndroid
@MikeFHines
developer.amazon.com/blog
http://bit.ly/GDCTop50

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  • 1. WHAT THE TOP 50 APPS DO WITH IAP THAT THE REST OF US DON’T Reach  Engage  Earn MIKE HINES DEVELOPER EVANGELIST, AMAZON @MikeFHines mikehines45 mihines@amazon.com
  • 2. I N T R O D U C T I O N Mike Hin es Developer Evangelist, Amazon Appstore @MikeFHines Founder @ 2 Financial Services Startups Founder @ 2 Software Startups QA Engineer @ Now Software QA Manager, Product Manager @ Microsoft Evangelist @ Amazon.com Mentor @ GameFounders, Dev Bootcamp Games Judge @Casual Connect Indie Prize, White Nights, and Pocket Gamer Very Big Indie Pitch Speaker @ GDC, GDCE, Casual Connect, Pocket Gamer Connects, AnDevCon, White Nights, CES, PAX Dev
  • 3. How the Top 50 apps did vs. the rest of us
  • 4. Cohort Analysis Group A: Top-50 Grossing Source: Amazon Appstore, March 2014 Group B: Rest of Freemium
  • 5. Day 1: Installs Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii 100100 installed
  • 6. Day 1: Active Users Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Iiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiii 4142 In active 5958 active
  • 7. Day 1: Uninstalls Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Iiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii1318 uninstalled 5958 active
  • 8. Day 1: Paying Users Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii1318 uninstalled 5958 active 33 paying
  • 9. 2.6 2.9 Source: Amazon Appstore, March 2014 Day 1: Engagement Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii1318 uninstalled 5958 active 33 paying # of sessions / active session length / active (minutes) × = avg. session length (minutes) 6.9 7.4 1822
  • 10. 6.9 7.4 2.6 2.9 Day 1: Revenue Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii =× # of items / paying 100% 112% avg. selling price 100% 136% 100% 154% ARPPU 1318 uninstalled 5958 active 33 paying # of sessions / active session length / active (minutes) × = avg. session length (minutes) 18 22
  • 11. Source: Amazon Appstore, March 2014 1 Day Later… Group A: Top-50 Grossing ii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiii Group B: Rest of Freemium ii Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 1725 uninstalled 3437 active 11 paying =× # of items / paying 100% 106% avg. selling price 100% 107% 100% 114% ARPPU 6.7 7.7 3.2 3.5 21 27= # of sessions / active
  • 12. 3 Days Later… Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 1928 uninstalled 1923 active =× # of items / paying 100% 107% avg. selling price 100% 122% 100% 131% ARPPU 5.9 7.9 2.6 3.2 15 25 = # of sessions / active
  • 13. 1 Week Later… Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 2032 uninstalled 1418 active =× # of items / paying 100% 102% avg. selling price 100% 121% 100% 124% ARPPU 5.7 7.4 2.6 3.2 15 24 = # of sessions / active
  • 14. 2 Weeks Later… Group A: Top-50 Grossing iiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiii iiiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 2134 uninstalled 1014 active =× # of items / paying 100% 111% avg. selling price 100% 108% 100% 120% ARPPU 5.7 7.3 2.5 3.1 14 22= # of sessions / active
  • 15. 1 Month Later… Group A: Top-50 Grossing iiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiii iiiiiiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × = avg. session length (minutes) 2236 uninstalled 48 active =× # of items / paying 100% 103% avg. selling price 100% 128% 100% 131% ARPPU 5.9 7.3 2.4 3.1 14 23 # of sessions / active
  • 16. Hours Since App Download IN-APP PURCHASING BY HOUR Source: Amazon Appstore, March 2014 0 24 48 72 96 120 144 168 192 216 240 264 288
  • 17. PRICE INCREASES OVER TIME Days User Owned App 80% 90% 100% 110% 120% 130% 140% 150% 160% 170% 1 4 7 10 13 16 19 22 25 28 Source: Amazon Appstore, March 2014 +60% average selling price
  • 18. WHAT WE LEARNED The top have higher average price points You can charge more in the right place and time. Session length and count are important Retention is not the only important metric.
  • 19. What the top 50 do differently -- Selling
  • 20. THE TOP DEVELOPERS KNOW THE NUMBERS ? ENGAGE CUSTOMER EARLY MAKE IT EASY TO COME BACK GIVE THEM A REASON TO COME BACK 37% of users who will purchase, purchase on the first day 48% of repeat purchases happen within one hour of a previous purchase 64% of revenue comes from 3rd order + 74% of revenue occurs after first 7 days 56% of revenue occurs after first 30 days
  • 21. THE TOP DEVELOPERS KNOW THE NUMBERS ? ENGAGE CUSTOMER EARLY MAKE IT EASY TO COME BACK GIVE THEM A REASON TO COME BACK 37% of users who will purchase, purchase on the first day 48% of repeat purchases happen within one hour of a previous purchase 64% of revenue comes from 3rd order + 74% of revenue occurs after first 7 days 56% of revenue occurs after first 30 days
  • 22. Apps with tutorials that introduce IAP items HAVE A 2.5x HIGHER CONVERSION RATESource: Amazon Appstore, July 2013
  • 23. Apps showing users how to “consume” GET MORE REPEAT ORDERS Games that providing a post-purchasing tutorial generated 65% more repeat orders than the market average. Source: Amazon Appstore, March 2014
  • 24. Games with bigger selection RECEIVE MORE ORDERS PER CUSTOMER Developers that add new items regularly are able to re-engage their paying customers. 1.14% of the customers generate 30% of sales. Source: Amazon Appstore, March 2014 69% 100% 145% 1-5 Items 6-10 Items 11-15 Items ARPPU by # of IAP items for sale
  • 25. Conversion Rate INDEX: Average = 100% Don’t confuse your customer OFFER VARIETY, BUT NOT TOO MUCH Source: Amazon Appstore, March 2014 147% 101% 52% 0% 50% 100% 150% 200% 1-5 Price Points 6-10 Price Points 11-15 Price Points
  • 26. Where do apps GENERATE THE MOST REVENUE A 2016 study by Swrve shows that disproportional revenue is generated from higher end price points. © Swrve 2016 Mobile Monetization Report – used with permission
  • 27. To sell more IAP items, BE CLEAR ABOUT VALUE Make it obvious what the benefit is for buying different price items. Confused customers don’t buy anything.
  • 28. WHAT WE LEARNED Games with bigger selection RECEIVE MORE ORDERS Tutorials that introduce in-app items HAVE HIGHER CONVERSION Showing users how to “consume” GETS REPEAT ORDERS Treating in-app items like a catalogue MAKES IT EASY TO SHOP 1.14% of paying customers generate 30% of sales
  • 29. What the top 50 do differently -- Engagement
  • 30. REDUCE BARRIERS TO FREQUENT USE
  • 31. Tuning Game Difficulty WILL ENCOURAGE LONGER SESSIONS Too hard, and users will abandon. Too easy, and they can get bored. Just right, and it becomes addictive!
  • 32. An active community can IMPROVE ENGAGEMENT, ACQUISITION AND RETENTION By creating: • Influencers • Content Creators • Revenue Opportunities
  • 33. Leaderboards and Achievements are THE MINIMUM BAR FOR SOCIAL ENGAGEMENT
  • 34. FAN CREATED CONTENT IN YOUR COMMUNITY
  • 35. To be in control, HAVE A LOT OF LEVERS Measure with Analytics, and use A|B Testing to fine-tune everything from game difficulty to IAP menu choices.
  • 36. Design IAP into the fabric of your game MAKE IT EASY TO BUY Offering ways to buy your IAP items when they are needed will increase conversion. Apps that made it easy to shop INCREASED REVENUE 75% (ARPPU)
  • 37. WHAT WE LEARNED Add social and tweak game difficulty to INCREASE TIME AND COUNT OF SESSIONS Cater to your best and longest customers with clear value DIFFERENTIATE YOUR IAP CATALOG Give yourself control of your game in the wild IMPLEMENT A|B TESTING
  • 38. IF YOU ONLY DO ONE THING… Cater to your best and longest customers DIFFERENTIATE YOUR IAP CATALOG
  • 39. IF YOU ONLY DO TWO THINGS… Cater to your best and longest customers DIFFERENTIATE YOUR IAP CATALOG Make sure your IAP catalogs are CLEAR ABOUT VALUE
  • 40. IF YOU ONLY DO TWO THINGS… Cater to your best and longest customers DIFFERENTIATE YOUR IAP CATALOG Make sure your IAP catalogs are CLEAR ABOUT VALUE

Editor's Notes

  1. Content creators also share their work in other ways. Here’s an example of fan art in Club Penguin. Disney doesn’t send lawyers after 9-year olds who make Club Penguin art, they help promote the art!