Windows 10 opens the widest spectrum of devices to run your apps on. This provides tremendous opportunities but at the same time presents challenges of exposing your app to a mix of different types of users and monetizing it in such a diverse universe of usage scenarios. In this talk we will look at the ways of tackling just that.
7. Windows app ecosystem
• 4 indie developers made more
than $1,000,000
• Random Salad Games made more
than $1,000,000 from ads
• 1 indie game made more than
$9,000 per day from IAPs
• Game Insight made “millions of
dollars”
• 16 million+ downloads of apps
made by Rudy Huyn
17. Getting ideas and inspiration
The Daily Practice
“Every day I write down ideas. I write down
so many ideas that it hurts my head to
come up with one more. Then I try to write
down five more.
…
The “idea muscle” atrophies within days
if you don’t use it. Just like walking. If you
don’t use your legs for a week, they atrophy.
You need to exercise the idea muscle. It
takes about 3-6 months to build up once it
atrophies. Trust me on this.”
http://www.jamesaltucher.com/2011/02/how-to-be-the-luckiest-guy-on-the-planet-in-4-easy-steps/
23. Release date is a feature!
“… this was quite important since it got a
lot of attention for being the first real
picture effects / photo filter app in the
market. The big blogs like Gizmodo,
Engadget and MSNBC covered a few of
the must have WP7 apps and Pictures
Lab got featured in all. I guess that
helped to jump start the app.”
René Schulte, PicturesLab
24. With every SDK/OS release
there’s a chance to be the first
to utilize some previously
unavailable capability
26. Paid (Premium) Apps
• Set a competitive price
• Consider psychology
• Consider who and where
your customer is
• Set a price that makes
business sense
• Can’t try == won’t buy
28. Free-to-play/In-app purchases
• The most popular monetization method
on all platforms
• Requires specific app/game design to be
successful
• Be careful
29.
30. 3rd party payment services no
longer supported in new apps.
All apps starting June 2016.
31. In-app advertising
• Best suited for frequently
launched, long running apps
and games
• Not every ad network accepts
developers from every country
• Low revenue predictability
33. Mitigating low fill rate
Ad Provider 1
Ad Provider 2
Ad Provider N
Cross promotion or “house ad”
34. Ads in Mobile Apps and Games 101
Free ebook
http://adplx.co/eBookAds
35. What’s new in Windows 10
• Subscriptions
• Affiliate program
• Promo codes
• Discounts on IAPs
• New device types (Xbox, IoT,
HoloLens)
36. What’s new in 2016
• Managed consumables
• Downloadable content
• Bundles
• Pre-orders
• Scheduled price changes
• and more…
(watch sessions from Build 2016)
37. Crowdsource ideas
for new features
CrowdSource.CrowdFund.CrowdMarket
Let your loyal fans help you grow your business.
Crowdfund the
development of these ideas
Crowd-promote
their availability
A P P S T R E TC H . C O M
38. So, which model should I choose?
• Did I design the app with F2P/IAPs in mind?
• Can I “extract” any premium functions?
• Would people run my app often and stay in it
for prolonged periods of time?
• Am I solving a unique important problem in
some niche?
46. User feedback
Control the flow of
user feedback:
Good feedback
should go into the
store. Bad feedback –
into your mailbox.
Good feedback
Bad feedback
53. “We’re here to act as a liaison
between you and your
customers, if you ignore us
you’re not taking advantage
of your largest Windows
Phone resource and that is
just bad business.”
Daniel Rubino
Editor-in-chief
WindowsCentral
55. Word-of-mouth
The only realistic way to get
users at scale without
“scientific” approach to
monetization and paid user
acquisition.
56. Jump-starting word-of-mouth
• Integrate social networks into your apps
• Actively promote your app in social media
• Track and react to feedback
• Show your app to everyone everywhere
58. Cross-promotion
• Don’t forget to advertise your
other apps in each of your apps
• Swap adds with other friendly
developers
• Participate in cross-promotion
networks
68. If you know Lifetime Value of your
average user, you know how much
you can spend on user acquisition.
69. To summarize…Product
• In demand
• Better than
competition
Businessmodel
• Appropriate
for the
product
• Logical
• Profitable
UA
• Effective
• Persistent
• Economically
sound