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Mobile App Strategies
  Pricing and Monetization
Pricing Strategies
The art and science of pricing
• Consider your app
      – What do competitors charge?
      – What sets my app apart?
      – How can it be monetized?
            • Compulsion loop
            • Engagement




More on pricing strategies at blog.w3i.com or twitter @w3i
Freemium vs. Paid
• iOS freemium games generate
  $14.66/user* VentureBeat




• In 2009 free apps received more than 4x
  number of installs over paid
                             * AdMob
5 out of 10 top grossing iPhone Apps
are using the free-to-play model

                                      5

2                                10


                                  6


 4

 iTunes Top Grossing 11/9/2010
Price cut. The magic of $.99
• EA Christmas 2010 Strategy
  – #4, #7, #8, #10, #11, #12 paid iPhone apps
  – #1, #2, #4, #7, #9, #10 paid iPad apps


• Support price cuts with publicity
Looking ahead
• W3i in collaboration with Distimo, will
  publish pricing research in Q1 2011,
  follow us for the latest.

                  @w3i




                  blog.w3i.com
The Monetization Puzzle
Paid Installs and App Monetization
Setting the foundation
• Are you sure its good?
  – Compulsion Loops
  – Engagement
  – Value
Emerging Strategies
• Display Advertising

• In-App Purchase
  – access/subscription



• In-App Purchase
  – virtual goods/enhancement
Display Advertising
• For developers, easy way to monetize
  impressions.
• For advertisers, high level of risk and
  high cost of acquisition.
In-App Purchases
access/subscriptions
• For developers, an alternative to “lite”
  version.
In-App Purchases
virtual goods/enhancement
• For developers capitalize on your game
  mechanics.
• For advertisers, low risk, value add to
  consumers.
                                75% of
                               revenue
                                 from
                                virtual
                Free            goods

    Paid         37
     63



App Store Top Grossing 100 -
        11/12/2010
How It Works
  1 User Plays     2 User Wants    3 User Selects
     Game          Background           App




 4 User Installs   5 User Claims   6 User Checks
App, Gets Points    Background        History
Want more?

 Join the community.         Contact Rob.




       @w3i                Rob Weber
                           Vice President and Co-Founder
       hashtag #appschat
                           robert.weber@w3i.com
                           (320) 257-7551

                                                     W3i, LLC
        blog.w3i.com               1900 Medical Arts Avenue S
                                                     Suite 200
                                           Sartell, MN 56377

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iOS App Development and Marketing Strategies

  • 1. Mobile App Strategies Pricing and Monetization
  • 3. The art and science of pricing • Consider your app – What do competitors charge? – What sets my app apart? – How can it be monetized? • Compulsion loop • Engagement More on pricing strategies at blog.w3i.com or twitter @w3i
  • 4. Freemium vs. Paid • iOS freemium games generate $14.66/user* VentureBeat • In 2009 free apps received more than 4x number of installs over paid * AdMob
  • 5. 5 out of 10 top grossing iPhone Apps are using the free-to-play model 5 2 10 6 4 iTunes Top Grossing 11/9/2010
  • 6. Price cut. The magic of $.99 • EA Christmas 2010 Strategy – #4, #7, #8, #10, #11, #12 paid iPhone apps – #1, #2, #4, #7, #9, #10 paid iPad apps • Support price cuts with publicity
  • 7. Looking ahead • W3i in collaboration with Distimo, will publish pricing research in Q1 2011, follow us for the latest. @w3i blog.w3i.com
  • 8. The Monetization Puzzle Paid Installs and App Monetization
  • 9. Setting the foundation • Are you sure its good? – Compulsion Loops – Engagement – Value
  • 10. Emerging Strategies • Display Advertising • In-App Purchase – access/subscription • In-App Purchase – virtual goods/enhancement
  • 11. Display Advertising • For developers, easy way to monetize impressions. • For advertisers, high level of risk and high cost of acquisition.
  • 12. In-App Purchases access/subscriptions • For developers, an alternative to “lite” version.
  • 13. In-App Purchases virtual goods/enhancement • For developers capitalize on your game mechanics. • For advertisers, low risk, value add to consumers. 75% of revenue from virtual Free goods Paid 37 63 App Store Top Grossing 100 - 11/12/2010
  • 14. How It Works 1 User Plays 2 User Wants 3 User Selects Game Background App 4 User Installs 5 User Claims 6 User Checks App, Gets Points Background History
  • 15. Want more? Join the community. Contact Rob. @w3i Rob Weber Vice President and Co-Founder hashtag #appschat robert.weber@w3i.com (320) 257-7551 W3i, LLC blog.w3i.com 1900 Medical Arts Avenue S Suite 200 Sartell, MN 56377