GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich...

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Engagement & Monetization by Top-Earning Mobile Applications GSummit 2014, San Francisco

Transcript of GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich...

Page 1: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

Engagement & Monetization

by Top-Earning Mobile Applications

GSummit 2014, San Francisco

Page 2: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

Z e r o

E n t e r t a i n m e n t

PETER HEINRICHDeveloper Evangelist, Games

@PeterDotGames PeterHeinrich

[email protected]

Page 3: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

Amazon does games?

— Many People

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Engagement Reports

PC / Mac Downloads

Indie Storefront

Android App Distribution

Kindle Fire

AWS

In-App Purchasing

Direct to Account

Mobile Ads

Amazon CoinsAchievements

Leaderboards

A/B/n Testing

Whispersync for Games

Login with Amazon

Amazon Device Messaging

Cross Platform

Amazon GameCircle

Android App Distribution

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WHAT MOVES THE

NEEDLE?

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IAP ADOPTION IS ON THE RISE

No Surprise to Anyone

Projected Total IAP Revenue

Source: Gartner, September 2013

2011 2012 2013 2014 2015 2016 2017

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What are the top-grossing

developers doing

differently?

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COHORT ANALYSISDifficult to Compare Apps Directly

• Based on Behavioral Analytics

• Shared experience

• Usually limited to a specific time period

• Related individuals form "cohorts"

Examples: People who had measles at age 9

Tall pilots who flew for United in March

Customers who purchased within

one week of download

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COHORT ANALYSISTop Earners vs. Everyone Else

Looking at customers who installed

a Freemium game on March 1, 2014,

Split into to two populations (cohorts):

Cohort 1: Top 50

Game was one of the Top 50

Highest-Grossing titles

Cohort 2: The RestGame was NOT one of the Top

50 Highest-Grossing titles

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INSTALLED VS. ACTIVE, FIRST 30 DAYS

Normalized as a Percentage across the Appstore

Source: Amazon Appstore, March 2014

100

Installed

Active

Time

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INSTALLED VS. ACTIVE, FIRST 30 DAYS

Top 50 Highest Grossing

Source: Amazon Appstore, March 2014

100

Installed

Active

Time

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SESSION COUNT & LENGTH

Time In-Game

6.9

7.417.9

21.52.6

2.9

# of sessions / active

session total / active(minutes)

× =

avg. session length(minutes)

Day 0

Top 50

The RestSource: Amazon Appstore, March 2014

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Source: Amazon Appstore, March 2014

6.7

7.721.4

27.03.2

3.5

# of sessions / active

session total / active(minutes)

× =

avg. session length(minutes)

Day 1

Top 50

The Rest

SESSION COUNT & LENGTH

Time In-Game

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5.9

7.9

15.3

25.32.6

3.2

# of sessions / active

session total / active(minutes)

× =

avg. session length(minutes)

Day 3

Top 50

The Rest

SESSION COUNT & LENGTH

Time In-Game

Source: Amazon Appstore, March 2014

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5.7

7.4

14.8

23.72.6

3.2

# of sessions / active

session total / active(minutes)

× =

avg. session length(minutes)

Day 7

Top 50

The Rest

SESSION COUNT & LENGTH

Time In-Game

Source: Amazon Appstore, March 2014

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5.7

7.3

14.3

22.62.5

3.1

# of sessions / active

session total / active(minutes)

× =

avg. session length(minutes)

Day 14

Top 50

The Rest

SESSION COUNT & LENGTH

Time In-Game

Source: Amazon Appstore, March 2014

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5.9

7.3

14.2

22.62.4

3.1

# of sessions / active

session total / active(minutes)

× =

avg. session length(minutes)

Day 30

Top 50

The Rest

SESSION COUNT & LENGTH

Time In-Game

Source: Amazon Appstore, March 2014

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SALES & REVENUE

In-App Purchases

Day 0

112%

136%152%

100% 100% 100%

# of items / paying avg. selling price ARPPU

Top 50

The Rest

Source: Amazon Appstore, March 2014

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Day 1

106% 107% 113%100% 100% 100%

# of items / paying avg. selling price ARPPU

SALES & REVENUE

In-App Purchases

Source: Amazon Appstore, March 2014

Top 50

The Rest

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Day 3

107%122%

131%

100% 100% 100%

# of items / paying avg. selling price ARPPU

SALES & REVENUE

In-App Purchases

Source: Amazon Appstore, March 2014

Top 50

The Rest

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Day 7

102%

121% 123%

100% 100% 100%

# of items / paying avg. selling price ARPPU

SALES & REVENUE

In-App Purchases

Source: Amazon Appstore, March 2014

Top 50

The Rest

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Day 14

111% 108%120%

100% 100% 100%

# of items / paying avg. selling price ARPPU

SALES & REVENUE

In-App Purchases

Source: Amazon Appstore, March 2014

Top 50

The Rest

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Day 30

103%

128% 132%

100% 100% 100%

# of items / paying avg. selling price ARPPU

SALES & REVENUE

In-App Purchases

Source: Amazon Appstore, March 2014

Top 50

The Rest

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Does item quality alone

account for the difference in

average IAP transaction

amount?

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ASSORTMENT BY PRICE POINT

Total Marketplace

Source: Amazon Appstore, March 2014

31%29%

7%

12% 11%

5%3%

1%

14%

11%

6%

3%

16% 16%

11%9%

0%

5%

10%

15%

20%

25%

30%

35%

$0.99 $1.99 $2.99 $4.99 $9.99 $19.99 $49.99 $99.99

% of Assortment % of Sales

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ASSORTMENT BY PRICE POINT

Top 50 Only

28%

15%

10%

13%11%

9% 9%

5%

32%

19%

7%

4%

10%12%

5% 4%

0%

5%

10%

15%

20%

25%

30%

35%

$0.99 $1.99 $2.99 $4.99 $9.99 $19.99 $49.99 $99.99

% of Assortment % of Sales

Source: Amazon Appstore, March 2014

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OTHER OBSERVATIONS

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0 24 48 72 96 120 144 168 192 216 240 264 288 312

EARLY ENGAGEMENT IS CRITICAL

In-App Purchasing by Hour

Source: Amazon Appstore, March 2014

Hours since download

Page 30: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

TIMING = MORE MONEY

Time = Money, but

Source: Amazon Appstore, March 2014

Engage customers early 37

%

of a customer’s value is

realized on the first day

Keep them in the game 48

%

of repeat purchases happen

within one hour of a previous

purchase

Give them a reason to come

back64%

of revenue comes

from 3rd order +

74%

of revenue occurs

after the first 7 days

56%

of revenue occurs

after the first 30 days

Page 31: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

69%

100%

145%

0%

20%

40%

60%

80%

100%

120%

140%

160%

1-5 Items 6-10 Items 11-15 Items

SELECTION DRIVES REPEAT ORDERS

More Is Better

Source: Amazon Appstore, March 2014

# of In-App Items for Sale

ARPPU

INDEX: Average = 100% 1.14%

of customers generate

30% of sales

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80%

90%

100%

110%

120%

130%

140%

150%

160%

170%

1 4 7 10 13 16 19 22 25 28

PRICE SENSITIVITY DECLINES

As Price Increases over Time

Source: Amazon Appstore, July 2013

Days Owned

+60%

average

selling price

Page 33: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

MANY PRICE POINTS MAY BE

CONFUSING

Offer Price Variety, but Not Too Much

Source: Amazon Appstore, March 2014

Conversion Rate

INDEX: Average = 100%

147%

101%

52%

0%

50%

100%

150%

200%

1-5 6-10 11-15

Price Points

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BEST PRACTICES

Page 35: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

WITH A TUTORIAL EXPLAINING

HOW TO PURCHASE ITEMS

Teach players to buy

The best tutorials show features and benefits of

each items so the customer can gauge value,

boosting conversion by up to 150%.

Page 36: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

THE ITEMS CUSTOMERS HAVE

PURCHASED, IF APPROPRIATE

Explain how to redeem

Good post-purchase tutorials can have a

dramatic impact on repeat sales. The best ones

we saw showed 65% more repeat purchases.

Page 37: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

WITH A TABULAR INTERFACE TO

ALLOW SHOPPING BY FEATURE

Make a simple store

Use tabs and tiles to allow users to shop by item

type, function, and price. Catalogs following this

format raised ARPPU 75% over the store

average.

Page 38: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

TO BALANCE PRICES AND PRICE

POINTS, KEEP IT FRESH

Tune your catalog

Offer high-value items for your best customers,

but don't confuse the price list. Add new items to

expand catalog and renew interest.

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ENGAGEMENT

MULTIPLIERS

Page 40: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

OBSERVATIONS

Recap

1. IAP is accepted and will only grow

2. More time in game = more revenue

3. Players will pay for higher-priced items

4. Balanced catalogs monetize better

5. Repeat customers are critical

6. Selection drives repeat purchases

Page 41: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

BEST PRACTICES

Recap

1. Make engagement your #1 priority

2. Show players how to purchase IAP items

3. Show how to redeem items after purchase

4. Create a simple, visually appealing store

5. Tune your catalog

Page 42: GSummit SF 2014 - Engagement and Monetization by Top-Earning Mobile Applications by Peter Heinrich @peterdotgames

Engagement & Monetization

by Top-Earning Mobile Applications

GSummit 2014, San Francisco

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