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How To Make 
Money In the 
Mobile Apps 
Business
Quick Overview 
Market Recap 
Top Business Models 
Discovery - Growth Mechanisms 
Best Practices for Any App
How Many Apps? 
 Over 1 million apps in apps stores worldwide 
 59.6% of the apps are iOS 
 Android is 32.3%, Blackberry 4.4% 
 Est. 1,000 new apps added daily to iOS 
 Est. 1,400 new apps a day added on Android 
market 
 Top categories include (By volume of apps) 
 Entertainment - 16.78% 
 Games – 12.36% 
 Lifestyle – 8.02% 
 Utilities – 7.13%
Where is the Demand?
Top Business Models 
 88% of top 250 grossing iOS apps are freemium 
 Android piracy on the rise, advertising it is!
Paid = Premium 
Some Aspects of Premium Apps: 
Higher retention rates of users 
Perception of value is controlled 
by price and app store collateral 
Revenue is realized only once 
Paid apps are costly to promote
Premium – What Can You Control 
Price Point 
Icon, Keywords, Description, Screenshots 
App Content 
Premium – What Cant You Control 
 Placement/Features 
 # of installs 
 Rating
Premium Best Practices 
Lower the barrier to entry, make 
a free version to drive visibility 
Launch with a high price point, 
never start with a sale unless you 
have built in brand awareness 
Cross promotion in all existing 
applications
Freemium – Free with Strings 
Aspects of Freemium 
Barrier to entry is low 
Lifetime value is revenue 
measurement 
Potentially unlimited max revenue 
from user 
Predictable ROI against paid 
marketing
Freemium – What Can You Control 
# of Installs 
Icon, Keywords, Description, Screenshots 
App Content 
IAP pricing, ad placements, frequency 
Retention 
Freemium – What Cant You Control 
 Features/Placement 
 Ratings
Freemium Best Practices 
Never limit how much you will let 
people pay 
Use Metrics to verify your business 
Consumption, sources and sinks 
Incent sharing and activity with 
virtual goods/other value
Tricks to Retention 
Incent return behavior/usage 
Give reasons to re-enter 
Focus heavily on the first minute 
of experience 
Better to keep people then make 
them stay 
Measure on day, week, month 
and other
Mobile Monday Lansing 
March 26th 2012 
Reference

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Make Money With Mobile Apps Business Models

  • 1. How To Make Money In the Mobile Apps Business
  • 2. Quick Overview Market Recap Top Business Models Discovery - Growth Mechanisms Best Practices for Any App
  • 3. How Many Apps?  Over 1 million apps in apps stores worldwide  59.6% of the apps are iOS  Android is 32.3%, Blackberry 4.4%  Est. 1,000 new apps added daily to iOS  Est. 1,400 new apps a day added on Android market  Top categories include (By volume of apps)  Entertainment - 16.78%  Games – 12.36%  Lifestyle – 8.02%  Utilities – 7.13%
  • 4. Where is the Demand?
  • 5. Top Business Models  88% of top 250 grossing iOS apps are freemium  Android piracy on the rise, advertising it is!
  • 6. Paid = Premium Some Aspects of Premium Apps: Higher retention rates of users Perception of value is controlled by price and app store collateral Revenue is realized only once Paid apps are costly to promote
  • 7. Premium – What Can You Control Price Point Icon, Keywords, Description, Screenshots App Content Premium – What Cant You Control  Placement/Features  # of installs  Rating
  • 8. Premium Best Practices Lower the barrier to entry, make a free version to drive visibility Launch with a high price point, never start with a sale unless you have built in brand awareness Cross promotion in all existing applications
  • 9. Freemium – Free with Strings Aspects of Freemium Barrier to entry is low Lifetime value is revenue measurement Potentially unlimited max revenue from user Predictable ROI against paid marketing
  • 10. Freemium – What Can You Control # of Installs Icon, Keywords, Description, Screenshots App Content IAP pricing, ad placements, frequency Retention Freemium – What Cant You Control  Features/Placement  Ratings
  • 11. Freemium Best Practices Never limit how much you will let people pay Use Metrics to verify your business Consumption, sources and sinks Incent sharing and activity with virtual goods/other value
  • 12. Tricks to Retention Incent return behavior/usage Give reasons to re-enter Focus heavily on the first minute of experience Better to keep people then make them stay Measure on day, week, month and other
  • 13. Mobile Monday Lansing March 26th 2012 Reference

Editor's Notes

  1. Source Giga Om http://gigaom.com/2011/12/02/its-a-1-million-mobile-app-world/
  2. Usage and sales are very different from % of apps uploaded http://www.hypebot.com/hypebot/2011/07/room-for-growth-maps-weather-apps-more-popular-than-music.html
  3. Source: Distimo http://socialmediagraphics.posterous.com/mobile-apps-free-vs-paid
  4. Fiurry announced that 50% of apps are only run once