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Stanislav	
  Gurba	
  
Business	
  Development,	
  Fortumo	
  
Platforms	
  
¡       New	
  smartphone	
  sales	
  in	
  Q2	
  2011	
  and	
  Q4	
  2011	
  
                                                                                     Bada	
     Microsoft	
     Others	
  
                       Microso:	
  
                                                                                     2,1%	
       1,9%	
         0,8%	
  
                          2%	
        Others	
  1%	
  
Bada	
  2%	
  
                                                                       RIM	
  8,8%	
                                   Android	
  
                                                         Android	
                                                      50,9%	
  
                                                          43%	
  
RIM	
  12%	
  

     	
  
iOS	
  18%	
                                                                Symbian	
  
                                                                             11,7%	
  
     	
                                                                        iOS	
  
                                                                              23,8%	
  
            Symbian	
  	
  
              22%	
  

     ¡       Every	
  second	
  smartphone	
  sold	
  is	
  running	
  
              Android.	
  
¡     Smartphones	
  in	
  US	
  (February	
  2012,	
  comScore	
  mobilens)	
  


	
  




       §  iOS	
  and	
  BlackBerry	
  are	
  installed	
  on	
  49%	
  of	
  US	
  smartphones	
  
4,90%	
                 4,70%	
  


7,70%	
  




                                                              82,70%	
  



Nearly	
  83%	
  of	
  app	
  store	
  revenues	
  are	
  made	
  on	
  iOS.	
  
¡  	
  Glu	
  Mobile:	
  Android	
  Revenues	
  make	
  only	
  1/10	
  of	
  
      iOS	
  revenues	
  
¡    Distimo	
  reports	
  iOS	
  had	
  6X	
  the	
  revenue	
  of	
  Android	
  
      in	
  2011	
  
¡    Challenge:	
  	
  
      Why	
  develop	
  for	
  other	
  platforms	
  if	
  iOS	
  is	
  making	
  
      most	
  of	
  the	
  revenues?	
  
¡  iOS	
  has	
  the	
  highest	
  level	
  of	
  competition	
  




                                                                     	
  
¡    Rovio	
  Angry	
  Birds:	
  

Android	
  revenue	
  =	
  iOS	
  revenue*	
  
          *according	
  to	
  statement	
  by	
  Peter	
  Vesterbacka	
  at	
  MWC	
  2010	
  
                                                                                           	
  
                                           	
  
¡    Answer:	
  
      Every	
  platform	
  can	
  bring	
  you	
  
      money	
  
      	
  
¡    Keywords:	
  
      competition,	
  experience,	
  expertise,	
  
      strategy	
  
Going	
  Global	
  
                          	
  
¡  Challenge:	
  	
  
   Developers	
  are	
  only	
  aiming	
  at	
  established	
  
   and	
  rich	
  markets	
  like	
  US	
  and	
  Western	
  
   Europe	
  	
  
                               	
  
¡    Android	
  sales	
  in	
  2011	
  




¡    40%	
  of	
  smartphones	
  are	
  sold	
  in	
  Asia-­‐Pacific	
  	
  
¡    America:	
  63%	
  vs	
  Asia	
  19%	
  -­‐	
  36	
  million	
  less	
  devices	
  




                                                                                 techrunch.com	
  
¡    Answer:	
  
      You	
  should	
  have	
  a	
  monetization	
  strategy	
  for	
  
      every	
  region.	
  
      §    Asia	
  Pacific	
  
      §    USA	
  
      §    Western	
  Europe	
  
      §    Middle	
  East	
  
      §    Latin	
  America	
  
      §    Eastern	
  Europe	
  
      §    CIS	
  
      §    Africa	
  
App	
  stores	
  
¡  Challenge:	
  	
  
   Developers	
  are	
  ignoring	
  alternative	
  app	
  
   stores	
  
                              	
  
¡    Alternative	
  stores:	
                §  Appchina	
  (China)	
           and	
  many	
  more..	
  
        Opera	
  Mobile	
  App	
  Store	
  
      §                                      §  Fasmicro	
  App	
  Store	
  
        GetJar	
  
      §                                            (Africa)	
  
                                                                                  	
  
        Appia	
  (Pocketgear)	
  
      §                                        §  HiAPK	
  (China)	
                   ..2	
  000	
  000	
  000	
  
        AndAppStore	
  
      §                                                                                   downloads	
  on	
  
    §  Handango	
                          ¡  Operator	
  stores:	
                            GetJar	
  only	
  
    §  OnlyAndroid	
                           §  Vodafone	
  Live!	
  
    §  Insyde	
  Market	
                      §  OrangeWorld	
  
    §  Amazon	
  App	
  Store	
                §  O2	
  Active	
  
    §  SlideME	
  
    §  Appoke	
                            ¡  Manufacturer	
  stores:	
  
    §  YAAM	
                                  §  HTC	
  Market	
  
                                                §  Samsung	
  Apps	
  
¡  Regional	
  stores:	
                       §  LG	
  smartWorld	
  
    §  Andronavi	
  (Japan)	
                  §  Shop4Apps	
  (Motorola)	
  
    §  Wandoujia	
  (China)	
  
Premium	
  vs	
  Freemium	
  
                   	
  
¡  Challenge:	
  
  Developers	
  rely	
  on	
  	
  
  premium	
  distribution	
  	
  
  models.	
  
§  Percentage	
  of	
  free	
  apps:	
  

        Nokia	
  Ovi	
  Store	
  
BlackBerry	
  App	
  World	
  
                  Amazon	
  	
  
       Apple	
  App	
  Store	
  
         Samsung	
  Apps	
  
       Windows	
  Phone	
  
        Android	
  Market	
  
                      GetJar	
  

                                    0%	
     25%	
     50%	
     75%	
   100%	
  
¡  Why	
  Premium	
  is	
  bad?	
  
  §  App	
  stores	
  are	
  full	
  of	
  low	
  quality	
  apps	
  
  §  App	
  purchase	
  is	
  an	
  investment	
  
  §  Cultural	
  differences	
  
  §  Weak	
  and	
  non	
  effective	
  billing	
  solutions	
  
  §  Free	
  competitors	
  
  §  Limited	
  distribution	
  options	
  
  §  Piracy	
  
¡  Why	
  Freemium	
  is	
  good?	
  
    §  More	
  downloads	
  
    §  Target	
  long	
  tail	
  ( just	
  like	
  offers)	
  
    §  People	
  are	
  used	
  with	
  free	
  apps	
  
    §  Ability	
  to	
  adjust	
  to	
  different	
  ability	
  to	
  pay	
  
    §  Better	
  global	
  reach	
  
    §  More	
  distribution	
  options	
  
    §  Lower	
  dependence	
  from	
  app	
  stores	
  
    §  Piracy	
  
¡  75%	
  of	
  top	
  100	
  grossing	
  iOS	
  apps	
  are	
  games	
  
¡  65%	
  of	
  them	
  are	
  freemium	
  


¡  	
  Answer:	
  
   Avoid	
  selling	
  your	
  games	
  
   and	
  use	
  Freemium	
  models!	
  
Earn	
  money	
  from	
  free	
  games	
  	
  
	
  
	
  
       	
  
¡  Mobile	
  ads	
  
¡  Offers	
  
¡  In-­‐game	
  purchases	
  
¡  Sponsorships	
  and	
  special	
  deals	
  
Mobile	
  ads	
  
                  	
  
                  	
  
                  	
  
                  	
  
                  	
  
       $15	
  billion	
  in	
  2011.	
  	
  
	
  
¡    Challenge:	
  
      Mobile	
  ads	
  makes	
  my	
  game	
  slow	
  and	
  ugly.	
  
¡    Answer:	
  
      Do	
  it	
  smart!	
  
¡    What's	
  critical:	
  
      §    Ad	
  coverage	
  
      §    Respect	
  	
  low-­‐end	
  devices	
  
      §    Try	
  different	
  advertisers	
  
      §    Think	
  about	
  UI	
  and	
  design	
  
      §    Place	
  ads	
  on	
  loading	
  screens	
  
Mobile	
  offers	
  
                              	
  
                              	
  
                              	
  
                              	
  
                              	
  
       A	
  great	
  way	
  to	
  monetize	
  non-­‐paying	
  users.	
  	
  
	
  
¡     Pros:	
  
       §  great	
  for	
  monetizing	
  non	
  paying	
  users	
  
       §  global	
  reach	
  
	
  
¡     Cons:	
  
       §    be	
  careful	
  with	
  what	
  you	
  offer	
  
       §    you	
  may	
  be	
  promoting	
  competitors	
  
       §    don't	
  overload	
  your	
  game	
  by	
  offers	
  
       §    don't	
  replace	
  payments	
  with	
  offers!	
  
In-­‐app	
  purchases	
  
¡  What	
  can	
  be	
  sold?	
  
    §  virtual	
  credits	
  
    §  extra	
  levels	
  
    §  trial	
  version	
  activation	
  
    §  extra	
  features	
  
    §  personalization	
  
    §  banner-­‐free	
  version	
  (weak)	
  
                                      	
  
¡    Consumable	
  goods	
  (virtual	
  credits)	
  68%	
  of	
  in-­‐app	
  purchases	
  
¡  Challenge:	
  	
  
   Developers	
  are	
  using	
  ineffective	
  payment	
  
   methods	
  



                             	
  
¡    In-­‐app	
  payment	
  methods:	
  
      §  App	
  store	
  billing	
  (Google	
  checkout)	
  –	
  mostly	
  credit	
  card	
  based,	
  high	
  store	
  
          margins.	
  
      §  Mobile	
  operator	
  billing	
  (direct	
  billing,	
  premium	
  sms)	
  –	
  good	
  coverage	
  
          and	
  conversion	
  rates,	
  low	
  revenue	
  shares.	
  
      §  Credit	
  cards	
  (Visa,	
  Mastercard)	
  –	
  bad	
  coverage,	
  high	
  revenue	
  shares,	
  kills	
  
          conversion	
  rate.	
  
      §  Paypal	
  –	
  works	
  in	
  limited	
  number	
  of	
  the	
  countries	
  

      §  Prepaid	
  cards,	
  kiosks	
  and	
  vouchers	
  –	
  low	
  conversion	
  rates	
  
      §  Direct	
  debit	
  and	
  others...	
  
 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  or	
  



¡            Answer	
  
              Analyze	
  your	
  user	
  base	
  and	
  select	
  the	
  most	
  suitable	
  
              payment	
  method	
  and	
  additional	
  methods	
  if	
  needed.	
  	
  
¡  Challenge:	
  	
  
   Bad	
  user	
  experience	
  during	
  payment	
  flow	
  

                                     	
  
                                     	
  
                                            vs	
  


                              	
  
¡  In-­‐app	
  payment	
  is	
  impulsive	
  
¡  Every	
  new	
  screen	
  kills	
  conversion	
  by	
  10-­‐15%	
  
¡  Customers	
  are	
  not	
  yet	
  familiar	
  with	
  mobile	
  
    purchases	
  
¡  Payment	
  should	
  look	
  secure	
  


¡    Answer:	
  	
  
      Golden	
  rules	
  of	
  in-­‐app	
  payment:	
  the	
  user	
  
      should	
  reach	
  to	
  the	
  payment	
  with	
  a	
  maximum	
  
      of	
  3	
  clicks.	
  	
  
¡  Challenge:	
  	
  
   Developers	
  ignore	
  small	
  details.	
  
           • 	
  	
  Currency	
  
           • 	
  	
  Localization	
  
           • 	
  	
  Terms	
  and	
  conditions	
  
                                                	
  
           • 	
  	
  Operator/billing	
  provider	
  logos	
  (+	
  15%	
  conversion)	
  
           • 	
  	
  Helpdesk	
  and	
  customer	
  care	
  
           • 	
  	
  Track	
  user	
  reviews	
  and	
  comments	
  
           • 	
  	
  A/B	
  testing	
  
¡    Answer:	
  	
  
      Make	
  your	
  payment	
  flow	
  perfect!	
  
¡    Challenge:	
  	
  
      Wrong	
  game	
  balance	
  

¡    Game	
  is	
  too	
  difficult	
  =>	
  they	
  leave	
  before	
  buying	
  
¡    Game	
  is	
  too	
  easy	
  =>	
  they	
  don’t	
  need	
  to	
  buy	
  
¡    Too	
  few	
  free	
  levels	
  =>	
  they	
  are	
  not	
  yet	
  addicted	
  
¡    Too	
  many	
  free	
  levels	
  =>	
  they	
  had	
  enough	
  

¡    Answer:	
  
      Develop	
  the	
  perfect	
  balance	
  for	
  introducing	
  
      paid	
  content.	
  
¡  Challenge:	
  	
  
       Wrong	
  pricing	
  policy	
  
	
  
       	
  
              $2	
  in	
  USA	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  $2	
  in	
  China	
  
¡  Answer:	
  
       Adjust	
  the	
  prices	
  according	
  to	
  purchasing	
  
       power.	
  
¡    Challenge:	
  	
  
      Lack	
  of	
  offline	
  mode	
  support.	
  

       According	
  to	
  Localytics,	
  15%	
  of	
  mobile	
  apps	
  are	
  
                          launched	
  while	
  offline	
  .	
  

¡    Answer:	
  
      Your	
  game	
  should	
  be	
  prepared	
  to	
  work	
  and	
  
      monetize	
  while	
  offline.	
  
Danke!	
  




	
  
Stanislav	
  Gurba	
  
stanislav@fortumo.com	
  
skype:	
  stanislav.gurba	
  

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Fortumo droidcon 2012

  • 1. Stanislav  Gurba   Business  Development,  Fortumo  
  • 3. ¡  New  smartphone  sales  in  Q2  2011  and  Q4  2011   Bada   Microsoft   Others   Microso:   2,1%   1,9%   0,8%   2%   Others  1%   Bada  2%   RIM  8,8%   Android   Android   50,9%   43%   RIM  12%     iOS  18%   Symbian   11,7%     iOS   23,8%   Symbian     22%   ¡  Every  second  smartphone  sold  is  running   Android.  
  • 4. ¡  Smartphones  in  US  (February  2012,  comScore  mobilens)     §  iOS  and  BlackBerry  are  installed  on  49%  of  US  smartphones  
  • 5. 4,90%   4,70%   7,70%   82,70%   Nearly  83%  of  app  store  revenues  are  made  on  iOS.  
  • 6. ¡   Glu  Mobile:  Android  Revenues  make  only  1/10  of   iOS  revenues   ¡  Distimo  reports  iOS  had  6X  the  revenue  of  Android   in  2011   ¡  Challenge:     Why  develop  for  other  platforms  if  iOS  is  making   most  of  the  revenues?  
  • 7. ¡  iOS  has  the  highest  level  of  competition    
  • 8. ¡  Rovio  Angry  Birds:   Android  revenue  =  iOS  revenue*   *according  to  statement  by  Peter  Vesterbacka  at  MWC  2010       ¡  Answer:   Every  platform  can  bring  you   money     ¡  Keywords:   competition,  experience,  expertise,   strategy  
  • 9. Going  Global     ¡  Challenge:     Developers  are  only  aiming  at  established   and  rich  markets  like  US  and  Western   Europe      
  • 10. ¡  Android  sales  in  2011   ¡  40%  of  smartphones  are  sold  in  Asia-­‐Pacific    
  • 11. ¡  America:  63%  vs  Asia  19%  -­‐  36  million  less  devices   techrunch.com  
  • 12. ¡  Answer:   You  should  have  a  monetization  strategy  for   every  region.   §  Asia  Pacific   §  USA   §  Western  Europe   §  Middle  East   §  Latin  America   §  Eastern  Europe   §  CIS   §  Africa  
  • 14. ¡  Challenge:     Developers  are  ignoring  alternative  app   stores    
  • 15. ¡  Alternative  stores:   §  Appchina  (China)   and  many  more..   Opera  Mobile  App  Store   §  §  Fasmicro  App  Store   GetJar   §  (Africa)     Appia  (Pocketgear)   §  §  HiAPK  (China)   ..2  000  000  000   AndAppStore   §  downloads  on   §  Handango   ¡  Operator  stores:   GetJar  only   §  OnlyAndroid   §  Vodafone  Live!   §  Insyde  Market   §  OrangeWorld   §  Amazon  App  Store   §  O2  Active   §  SlideME   §  Appoke   ¡  Manufacturer  stores:   §  YAAM   §  HTC  Market   §  Samsung  Apps   ¡  Regional  stores:   §  LG  smartWorld   §  Andronavi  (Japan)   §  Shop4Apps  (Motorola)   §  Wandoujia  (China)  
  • 16. Premium  vs  Freemium     ¡  Challenge:   Developers  rely  on     premium  distribution     models.  
  • 17. §  Percentage  of  free  apps:   Nokia  Ovi  Store   BlackBerry  App  World   Amazon     Apple  App  Store   Samsung  Apps   Windows  Phone   Android  Market   GetJar   0%   25%   50%   75%   100%  
  • 18. ¡  Why  Premium  is  bad?   §  App  stores  are  full  of  low  quality  apps   §  App  purchase  is  an  investment   §  Cultural  differences   §  Weak  and  non  effective  billing  solutions   §  Free  competitors   §  Limited  distribution  options   §  Piracy  
  • 19. ¡  Why  Freemium  is  good?   §  More  downloads   §  Target  long  tail  ( just  like  offers)   §  People  are  used  with  free  apps   §  Ability  to  adjust  to  different  ability  to  pay   §  Better  global  reach   §  More  distribution  options   §  Lower  dependence  from  app  stores   §  Piracy  
  • 20. ¡  75%  of  top  100  grossing  iOS  apps  are  games   ¡  65%  of  them  are  freemium   ¡   Answer:   Avoid  selling  your  games   and  use  Freemium  models!  
  • 21. Earn  money  from  free  games           ¡  Mobile  ads   ¡  Offers   ¡  In-­‐game  purchases   ¡  Sponsorships  and  special  deals  
  • 22. Mobile  ads             $15  billion  in  2011.      
  • 23. ¡  Challenge:   Mobile  ads  makes  my  game  slow  and  ugly.   ¡  Answer:   Do  it  smart!   ¡  What's  critical:   §  Ad  coverage   §  Respect    low-­‐end  devices   §  Try  different  advertisers   §  Think  about  UI  and  design   §  Place  ads  on  loading  screens  
  • 24. Mobile  offers             A  great  way  to  monetize  non-­‐paying  users.      
  • 25. ¡  Pros:   §  great  for  monetizing  non  paying  users   §  global  reach     ¡  Cons:   §  be  careful  with  what  you  offer   §  you  may  be  promoting  competitors   §  don't  overload  your  game  by  offers   §  don't  replace  payments  with  offers!  
  • 26. In-­‐app  purchases   ¡  What  can  be  sold?   §  virtual  credits   §  extra  levels   §  trial  version  activation   §  extra  features   §  personalization   §  banner-­‐free  version  (weak)    
  • 27. ¡  Consumable  goods  (virtual  credits)  68%  of  in-­‐app  purchases  
  • 28. ¡  Challenge:     Developers  are  using  ineffective  payment   methods    
  • 29. ¡  In-­‐app  payment  methods:   §  App  store  billing  (Google  checkout)  –  mostly  credit  card  based,  high  store   margins.   §  Mobile  operator  billing  (direct  billing,  premium  sms)  –  good  coverage   and  conversion  rates,  low  revenue  shares.   §  Credit  cards  (Visa,  Mastercard)  –  bad  coverage,  high  revenue  shares,  kills   conversion  rate.   §  Paypal  –  works  in  limited  number  of  the  countries   §  Prepaid  cards,  kiosks  and  vouchers  –  low  conversion  rates   §  Direct  debit  and  others...  
  • 30.                                                                              or   ¡  Answer   Analyze  your  user  base  and  select  the  most  suitable   payment  method  and  additional  methods  if  needed.    
  • 31. ¡  Challenge:     Bad  user  experience  during  payment  flow       vs    
  • 32. ¡  In-­‐app  payment  is  impulsive   ¡  Every  new  screen  kills  conversion  by  10-­‐15%   ¡  Customers  are  not  yet  familiar  with  mobile   purchases   ¡  Payment  should  look  secure   ¡  Answer:     Golden  rules  of  in-­‐app  payment:  the  user   should  reach  to  the  payment  with  a  maximum   of  3  clicks.    
  • 33. ¡  Challenge:     Developers  ignore  small  details.   •     Currency   •     Localization   •     Terms  and  conditions     •     Operator/billing  provider  logos  (+  15%  conversion)   •     Helpdesk  and  customer  care   •     Track  user  reviews  and  comments   •     A/B  testing  
  • 34. ¡  Answer:     Make  your  payment  flow  perfect!  
  • 35. ¡  Challenge:     Wrong  game  balance   ¡  Game  is  too  difficult  =>  they  leave  before  buying   ¡  Game  is  too  easy  =>  they  don’t  need  to  buy   ¡  Too  few  free  levels  =>  they  are  not  yet  addicted   ¡  Too  many  free  levels  =>  they  had  enough   ¡  Answer:   Develop  the  perfect  balance  for  introducing   paid  content.  
  • 36. ¡  Challenge:     Wrong  pricing  policy       $2  in  USA                              $2  in  China   ¡  Answer:   Adjust  the  prices  according  to  purchasing   power.  
  • 37. ¡  Challenge:     Lack  of  offline  mode  support.   According  to  Localytics,  15%  of  mobile  apps  are   launched  while  offline  .   ¡  Answer:   Your  game  should  be  prepared  to  work  and   monetize  while  offline.  
  • 38. Danke!     Stanislav  Gurba   stanislav@fortumo.com   skype:  stanislav.gurba