gamedev 2017 - mike hines "what the top 50 apps do with in app purchasing that the rest of us...
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WHAT THE TOP 50 APPS DO WITH IAP THAT THE REST OF US DON’T
Reach Engage Earn
MIKE HINESDEVELOPER EVANGELIST, AMAZON
@MikeFHines [email protected]
I N T R O D U C T I O N
M i k e H i n e s
Developer Evangelist, Amazon Appstore@MikeFHines
Founder @ 2 Financial Services StartupsFounder @ 2 Software Startups
QA Engineer @ Now SoftwareQA Manager, Product Manager @ MicrosoftEvangelist @ 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
TOPIC 112
Cohort AnalysisGroup A: Top-50 Grossing
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
Day 1: InstallsGroup A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
100100installed
Day 1: Active UsersGroup A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of FreemiumiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiIiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
4142
In active
5958
active
Day 1: UninstallsGroup A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of FreemiumiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiIiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii1318
uninstalled
5958
active
Day 1: Paying UsersGroup A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii1318
uninstalled
5958
active
33
paying
2.62.9
Source: Amazon Appstore, March 2014
Day 1: EngagementGroup A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii1318
uninstalled
5958
active
33
paying
# of sessions / active
session length / active(minutes)
× =
avg. session length(minutes)
6.97.4 1822
6.97.4 2.62.9
Day 1: RevenueGroup A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
=×# of items / paying
100%11
2%
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)
1822
Source: Amazon Appstore, March 2014
1 Day Later…Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiii
Group B: Rest of FreemiumiiIiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
# of sessions / active
session length / active(minutes)
×
avg. session length(minutes)
1725
uninstalled
3437
active
11
paying
=×# of items / paying
100%10
6%
avg. selling price
100%10
7%
100%
114%
ARPPU
6.77.7
3.2
3.521
27
=
# of sessions / active
3 Days Later…Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiiiiiiiiiiiiiiiiii
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%12
2%
100%13
1%
ARPPU
5.97.9
2.63.2
15
25
=
# of sessions / active
1 Week Later…Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active(minutes)
×
avg. session length(minutes)
2032
uninstalled
1418
active
=×# of items / paying
100%10
2%
avg. selling price
100%
121%
100%
124%
ARPPU
5.77.4
2.63.2
15
24
=
# of sessions / active
2 Weeks Later…Group A: Top-50 Grossing
iiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active(minutes)
×
avg. session length(minutes)
2134
uninstalled
1014
active
=×# of items / paying
100%11
1%
avg. selling price
100%10
8%
100%12
0%
ARPPU
5.77.3
2.53.1
14
22
=
# of sessions / active
1 Month Later…Group A: Top-50 Grossing
iiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemiumiiii
iiiiiiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active(minutes)
× =
avg. session length(minutes)
2236
uninstalled
48
active
=×# of items / paying
100%10
3%
avg. selling price
100%
128%
100%
131%
ARPPU
5.97.3
2.43.1
14
23
# of sessions / active
Hours Since App Download
IN-APP PURCHASING BY HOUR
Source: Amazon Appstore, March 2014
0 9 18 27 36 45 54 63 72 81 90 99 108 117 126 135 144 153 162 171 180 189 198 207 216 225 234 243 252 261 270 279 288 297
PRICE INCREASES OVER TIME
Days User Owned App
80%90%
100%110%120%130%140%150%160%170%
Source: Amazon Appstore, March 2014
+60%average
selling price
WHAT WE LEARNED
The top have higher average price pointsYou can charge more in the right place and time.
Session length and count are importantRetention is not the only important metric.
What the top 50 do differently-- Selling
TOPIC 22
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 days56% 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 days56% 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 ORDERSGames 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 CUSTOMERDevelopers 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
1-5 Items 6-10 Items
11-15 Items
69%
100%
145%
ARPPU by # of IAP items for sale
Conversion Rate
INDEX: Average = 100%
Don’t confuse your customerOFFER VARIETY, BUT NOT TOO MUCH
Source: Amazon Appstore, March 2014
1-5 Price Points
6-10 Price Points
11-15 Price Points
0%
50%
100%
150%
200%147%
101%
52%
Where do appsGENERATE THE MOST REVENUEA 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 VALUEMake it obvious what the benefit is for buying different price items. Confused customers don’t buy anything.
WHAT WE LEARNEDGames with bigger selection RECEIVE MORE ORDERS Tutorials that introduce in-app items HAVE HIGHER CONVERSION Showing users how to “consume”GETS REPEAT ORDERSTreating in-app items like a catalogue MAKES IT EASY TO SHOP
1.14%
of paying customers generate30% of sales
What the top 50 do differently-- Engagement
TOPIC 33
REDUCE BARRIERS TO FREQUENT USE
Tuning Game DifficultyWILL ENCOURAGE LONGER SESSIONSToo hard, and users will abandon. Too easy, and they can get bored. Just right, and it becomes addictive!
An active community canIMPROVE ENGAGEMENT, ACQUISITION AND RETENTIONBy creating:• Influencers
• Content Creators
• Revenue Opportunities
Leaderboards and Achievements areTHE MINIMUM BAR FOR SOCIAL ENGAGEMENT
FAN CREATED CONTENT IN YOUR COMMUNITY
To be in control,HAVE A LOT OF LEVERSMeasure 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 gameMAKE IT EASY TO BUYOffering ways to buy your IAP items when they are needed will increase conversion.
Apps that made it easy to shopINCREASED REVENUE 75% (ARPPU)
Source: Amazon Appstore, March 2014
WHAT WE LEARNED
Add social and tweak game difficulty toINCREASE TIME AND COUNT OF SESSIONSCater to your best and longest customers with clear valueDIFFERENTIATE YOUR IAP CATALOGGive yourself control of your game in the wildIMPLEMENT A|B TESTING
IF YOU ONLY DO ONE THING…
Cater to your best and longest customersDIFFERENTIATE YOUR IAP CATALOG
IF YOU ONLY DO TWO THINGS…
Cater to your best and longest customersDIFFERENTIATE YOUR IAP CATALOG
Make sure your IAP catalogs areCLEAR ABOUT VALUE
IF YOU ONLY DO TWO THINGS…
Cater to your best and longest customersDIFFERENTIATE YOUR IAP CATALOG
Make sure your IAP catalogs areCLEAR 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