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WHAT THE TOP 50 APPS DO WITH IAP THAT THE
REST OF US DON’T
Reach Ÿ Engage Ÿ Earn
MIKE HINES
DEVELOPER EVANGELIST, AMAZON
@MikeFHines mikehines45
mihines@amazon.com
CREDIBLY	INNOVATE	PHOTO	HERE
WHITE NIGHTS
ST. PETERSBURG 2016
TODAY’S AGENDA
How the Top 50 Did With IAP
What They Do Differently
When to Put IAP on Sale
SELL IN 236 COUNTRIES AND TERRITORIES
Android	
Devs
iOS	devs Amazon	
Fire	OS
41%
48%
60%
%	Developers	above	Poverty	Line
Source: Developer Economics Q3 2014 © VisionMobile, All Rights Reserved
How do we get more
Developers earning
more revenue?
An	app	must	make	more	than	$500	per	month	
if	it	is	to	fund	future	app	development	and	
marketing.	
$500	per	month	is	the	app	poverty	line.
Appstore Programs and Promotions
Overview
5
How the Top 50 apps did
vs. the rest of us
COHORT ANALYSIS
Group A: Top-50 Grossing
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
DAY 1: INSTALLS
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiii
100100
installed
DAY 1: ACTIVE USERS
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Iiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiii
4142
In
active
5958
active
DAY 1: UNINSTALLS
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Iiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii1318
uninstalled
5958
active
DAY 1: PAYING USERS
Group A: Top-50 Grossing
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii1318
uninstalled
5958
active
33
paying
2.6
2.9
Source: Amazon Appstore, March 2014
DAY 1: ENGAGEMENT
Group A: Top-50 Grossing
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
Group B: Rest of Freemium
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii1318
uninstalled
5958
active
33
paying
# of sessions / active
session length / active
(minutes)
× =
avg. session length
(minutes)
6.9
7.4
1822
6.9
7.4
2.6
2.9
DAY 1: REVENUE
Group A: Top-50 Grossing
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiii
=×
# of items / paying
100%
112%
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)
18
22
Source: Amazon Appstore, March 2014
1 DAY LATER…
Group A: Top-50 Grossing
ii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiii
Group B: Rest of Freemium
ii
Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
×
avg. session length
(minutes)
1725
uninstalled
3437
active
11
paying
=×
# of items / paying
100%
106%
avg. selling price
100%
107%
100%
114%
ARPPU
6.7
7.7
3.2
3.5
21
27=
# of sessions / active
3 DAYS LATER…
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiiiiiiiiiii
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%
122%
100%
131%
ARPPU
5.9
7.9
2.6
3.2
15
25
=
# of sessions / active
1 WEEK LATER…
Group A: Top-50 Grossing
iiiiiiiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group	B:		Rest	of	Freemium
iiiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
×
avg. session length
(minutes)
2032
uninstalled
1418
active
=×
# of items / paying
100%
102%
avg. selling price
100%
121%
100%
124%
ARPPU
5.7
7.4
2.6
3.2
15
24
=
# of sessions / active
2 WEEKS LATER…
Group A: Top-50 Grossing
iiiiiiiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiiiiiiiiii
iiiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
×
avg. session length
(minutes)
2134
uninstalled
1014
active
=×
# of items / paying
100%
111%
avg. selling price
100%
108%
100%
120%
ARPPU
5.7
7.3
2.5
3.1
14
22=
# of sessions / active
1 MONTH LATER…
Group A: Top-50 Grossing
iiiiiiii
iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
Source: Amazon Appstore, March 2014
Group B: Rest of Freemium
iiii
iiiiiiiiiiiiiiiiiiiiiiii
# of sessions / active
session length / active
(minutes)
× =
avg. session length
(minutes)
2236
uninstalled
48
active
=×
# of items / paying
100%
103%
avg. selling price
100%
128%
100%
131%
ARPPU
5.9
7.3
2.4
3.1
14
23
# of sessions / active
Hours Since App Download
IN-APP PURCHASING BY HOUR
Source: Amazon Appstore, March 2014
0 24 48 72 96 120 144 168 192 216 240 264 288
PRICE INCREASES OVER TIME
Days User Owned App
80%
90%
100%
110%
120%
130%
140%
150%
160%
170%
1 4 7 10 13 16 19 22 25 28
Source: Amazon Appstore, March 2014
+60%
average
selling price
WHAT WE LEARNED
The top have higher average price points
You can charge more in the right place and time.
Session length and count are important
Retention is not the only important metric.
Appstore Programs and Promotions
Overview
21
What the top 50 do differently
-- Selling
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 days
56% of revenue occurs after first 30 days
2016 Swrve data shows
17% OF PAYING
USERS BUY 3+ ITEMS
In any given month.
©	Swrve 2016	Mobile	Monetization	Report	– used	with	permission
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 days
56% 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
ORDERS
Games 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
CUSTOMER
Developers 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
69%
100%
145%
1-5 Items 6-10
Items
11-15
Items
ARPPU by # of IAP items for sale
Conversion Rate
INDEX: Average = 100%
DON’T CONFUSE YOUR CUSTOMER
OFFER VARIETY,
BUT NOT TOO MUCH
Source: Amazon Appstore, March 2014
147%
101%
52%
0%
50%
100%
150%
200%
1-5
Price
Points
6-10
Price
Points
11-15
Price
Points
Where do apps
GENERATE
THE MOST
REVENUE
A 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 VALUE
Make it obvious what the
benefit is for buying different
price items. Confused
customers don’t buy anything.
More than ever it pays to,
TAKE CARE OF
YOUR BEST
CUSTOMERS
The top apps communicate directly
with their top customers to keep them
happy and engaged.
©	Swrve 2016	Mobile	Monetization	Report	– used	with	permission
WHAT WE LEARNED
Games with bigger selection
RECEIVE MORE ORDERS
Tutorials that introduce in-app items
HAVE HIGHER CONVERSION
Showing users how to “consume”
GETS REPEAT ORDERS
Treating in-app items like a catalogue
MAKES IT EASY TO SHOP
1.14%
of paying customers generate
30% of sales
Appstore Programs and Promotions
Overview
33
What the top 50 do differently
-- Engagement
REDUCE BARRIERS TO FREQUENT USE
Tuning Game Difficulty
WILL ENCOURAGE
LONGER SESSIONS
Too hard, and users will abandon. Too
easy, and they can get bored. Just right,
and it becomes addictive!
When you communicate with
them…
ADVOCATES
DRIVE
RETENTION
Appstore Programs and Promotions
Overview
37
Adopting Social
CAN CREATE BUZZ
AND KEEP USERS
ENGAGED
This will result in more friend-to-friend marketing
as players share their achievements and ranks.
Players will also compete with friends and leaders
and stay engaged.
Appstore Programs and Promotions
Overview
38
Leaderboards and
Achievements are
THE MINIMUM BAR FOR
SOCIAL ENGAGEMENT
User	
Acquisition
Alternate
Revenue
Content
Creation
Influencers
Monetization	
Loop
Game
Loop
TURN PLAYERS
INTO FANS
The Top 50 apps
Design IAP into the
fabric of your game
MAKE IT
EASY TO BUY
Offering ways to buy your IAP
items when they are needed
will increase conversion.
Apps that made it easy to shop
INCREASED REVENUE 75% (ARPPU)
Source: Amazon Appstore, March 2014
WHAT WE LEARNED
Add social and tweak game difficulty to
INCREASE TIME AND COUNT OF
SESSIONS
Cater to your best and longest customers with clear value
DIFFERENTIATE YOUR IAP CATALOG
Make IAP items
EASY TO BUY WHEN THEY ARE NEEDED
IF YOU ONLY DO ONE THING…
Cater to your best and longest customers
DIFFERENTIATE YOUR IAP CATALOG
IF YOU ONLY DO TWO THINGS…
Cater to your best and longest customers
DIFFERENTIATE YOUR IAP CATALOG
Make sure your IAP catalogs are
CLEAR ABOUT VALUE
WHEN TO RUN A SALE
When NOT to run a sale
SALES CAN HURT IF THEY…
…train users to wait for sales
…postpone future revenue
…don’t increase revenue
…don’t retain users
How developers make sales work
SUCCESSFUL SALES HAVE…
…irregular cadence
…timing when user inventory is low
…ways to absorb new purchases
Case Study
WHAT GOES ON SALE?
Soft currency in terms of real $
or
IAP items in terms of soft currency?
Case Study
WHAT GOES ON SALE?
An	IAP	item	and	its	cost
Case Study
WHAT GOES ON SALE?
My	Inventory	of	soft	currency
How developers make sales work
SUCCESSFUL SALES HAVE…
…irregular cadence
…timing when user inventory is low
…ways to absorb new purchases
Case Study
WHAT GOES ON SALE?
Put	IAP	items	on	sale	to	absorb	soft	
currency	inventory
WHAT WE LEARNED
For Sales without the remorse
INVENTORY MANAGEMENT IS CRITICAL TO
SUCCESSFUL SALES
To absorb in game currency
INTRODUCE NEW CONTENT
To avoid training users to wait for sales
TIME SALES USING OBJECTIVE TRIGGERS
Learn more:
http://bit.ly/Top50IAP
http://developer.amazon.com/underground
How did we do:
http://bit.ly/topiapsurvey
Follow us:
@MikeFHines
developer.amazon.com/blog
AN ALTERNATIVE TO IAP
-- AMAZON UNDERGROUND
A NEW SHOPPING APP
DISTRIBUTING
#ACTUALLYFREE
APPS
Turn 100% of your Android users into
revenue-generating customers
Developers waive fees on apps
and In App Purchase items.
Customers get #ActuallyFree
apps!
Amazon pays developers for
cumulative minutes customers
spend in an Amazon Underground
app.
AMAZON UNDERGROUND
HOW IT WORKS
• Customers go to Amazon and
download the Amazon
Underground shopping app
• Customers download your app
from Amazon Underground
• Total user minutes are multiplied by
our payout ratio
• Developer is paid
AMAZON UNDERGROUND
HOW WILL IT WORK
FOR YOU?
• Back-of-the-napkin
• Back it out of ARPU
$0.002	
for	every	user-minute
$0.12	per	hour	per	
user
AMAZON UNDERGROUND
HOW WILL IT WORK
FOR YOU?
• Back-of-the-napkin
• Back it out of ARPU
10K	Users
150K	Minutes
150K	x	$0.002	=	$300
REVENUE = SESSIONS X MINUTES X RATE
For	100%	of	your	users		Every	minute	they	use	your	app
http://bit.ly/undergroundcalculator
developer.amazon.com/underground
AMAZON UNDERGROUND
WHO IS ELIGIBLE
• Premium apps that will be free
• Freemium apps that make IAP free
Marketplaces with Amazon Underground
US
UK
Germany
France
Premium Apps
IAP Apps
AMAZON UNDERGROUND
WHO IS ONBOARD
Zynga
• Looney Tunes Dash!
MobiSystems
• Office Suite 8 Pro
Halfbrick Studios
• Fruit Ninja
Rovio
• Angry Birds Slingshot Stella
Learn more:
http://bit.ly/Top50IAP
http://developer.amazon.com/underground
How did we do:
http://bit.ly/
Follow us:
@MikeFHines
developer.amazon.com/blog

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Mike Hines, Amazon

  • 1. WHAT THE TOP 50 APPS DO WITH IAP THAT THE REST OF US DON’T Reach Ÿ Engage Ÿ Earn MIKE HINES DEVELOPER EVANGELIST, AMAZON @MikeFHines mikehines45 mihines@amazon.com
  • 2. CREDIBLY INNOVATE PHOTO HERE WHITE NIGHTS ST. PETERSBURG 2016 TODAY’S AGENDA How the Top 50 Did With IAP What They Do Differently When to Put IAP on Sale
  • 3. SELL IN 236 COUNTRIES AND TERRITORIES
  • 4. Android Devs iOS devs Amazon Fire OS 41% 48% 60% % Developers above Poverty Line Source: Developer Economics Q3 2014 © VisionMobile, All Rights Reserved How do we get more Developers earning more revenue? An app must make more than $500 per month if it is to fund future app development and marketing. $500 per month is the app poverty line.
  • 5. Appstore Programs and Promotions Overview 5 How the Top 50 apps did vs. the rest of us
  • 6. COHORT ANALYSIS Group A: Top-50 Grossing Source: Amazon Appstore, March 2014 Group B: Rest of Freemium
  • 7. DAY 1: INSTALLS Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiii 100100 installed
  • 8. DAY 1: ACTIVE USERS Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Iiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiii 4142 In active 5958 active
  • 9. DAY 1: UNINSTALLS Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Iiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii1318 uninstalled 5958 active
  • 10. DAY 1: PAYING USERS Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii1318 uninstalled 5958 active 33 paying
  • 11. 2.6 2.9 Source: Amazon Appstore, March 2014 DAY 1: ENGAGEMENT Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii1318 uninstalled 5958 active 33 paying # of sessions / active session length / active (minutes) × = avg. session length (minutes) 6.9 7.4 1822
  • 12. 6.9 7.4 2.6 2.9 DAY 1: REVENUE Group A: Top-50 Grossing iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiii =× # of items / paying 100% 112% 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) 18 22
  • 13. Source: Amazon Appstore, March 2014 1 DAY LATER… Group A: Top-50 Grossing ii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiii Group B: Rest of Freemium ii Iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 1725 uninstalled 3437 active 11 paying =× # of items / paying 100% 106% avg. selling price 100% 107% 100% 114% ARPPU 6.7 7.7 3.2 3.5 21 27= # of sessions / active
  • 14. 3 DAYS LATER… Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiiiiiiii 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% 122% 100% 131% ARPPU 5.9 7.9 2.6 3.2 15 25 = # of sessions / active
  • 15. 1 WEEK LATER… Group A: Top-50 Grossing iiiiiiiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiiiiii iiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 2032 uninstalled 1418 active =× # of items / paying 100% 102% avg. selling price 100% 121% 100% 124% ARPPU 5.7 7.4 2.6 3.2 15 24 = # of sessions / active
  • 16. 2 WEEKS LATER… Group A: Top-50 Grossing iiiiiiiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiiiiiiiiii iiiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × avg. session length (minutes) 2134 uninstalled 1014 active =× # of items / paying 100% 111% avg. selling price 100% 108% 100% 120% ARPPU 5.7 7.3 2.5 3.1 14 22= # of sessions / active
  • 17. 1 MONTH LATER… Group A: Top-50 Grossing iiiiiiii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii Source: Amazon Appstore, March 2014 Group B: Rest of Freemium iiii iiiiiiiiiiiiiiiiiiiiiiii # of sessions / active session length / active (minutes) × = avg. session length (minutes) 2236 uninstalled 48 active =× # of items / paying 100% 103% avg. selling price 100% 128% 100% 131% ARPPU 5.9 7.3 2.4 3.1 14 23 # of sessions / active
  • 18. Hours Since App Download IN-APP PURCHASING BY HOUR Source: Amazon Appstore, March 2014 0 24 48 72 96 120 144 168 192 216 240 264 288
  • 19. PRICE INCREASES OVER TIME Days User Owned App 80% 90% 100% 110% 120% 130% 140% 150% 160% 170% 1 4 7 10 13 16 19 22 25 28 Source: Amazon Appstore, March 2014 +60% average selling price
  • 20. WHAT WE LEARNED The top have higher average price points You can charge more in the right place and time. Session length and count are important Retention is not the only important metric.
  • 21. Appstore Programs and Promotions Overview 21 What the top 50 do differently -- Selling
  • 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 days 56% of revenue occurs after first 30 days
  • 23. 2016 Swrve data shows 17% OF PAYING USERS BUY 3+ ITEMS In any given month. © Swrve 2016 Mobile Monetization Report – used with permission
  • 24. 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 days 56% of revenue occurs after first 30 days
  • 25. Apps with tutorials that introduce IAP items HAVE A 2.5x HIGHER CONVERSION RATESource: Amazon Appstore, July 2013
  • 26. Apps showing users how to “consume” GET MORE REPEAT ORDERS Games that providing a post-purchasing tutorial generated 65% more repeat orders than the market average. Source: Amazon Appstore, March 2014
  • 27. Games with bigger selection RECEIVE MORE ORDERS PER CUSTOMER Developers 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 69% 100% 145% 1-5 Items 6-10 Items 11-15 Items ARPPU by # of IAP items for sale
  • 28. Conversion Rate INDEX: Average = 100% DON’T CONFUSE YOUR CUSTOMER OFFER VARIETY, BUT NOT TOO MUCH Source: Amazon Appstore, March 2014 147% 101% 52% 0% 50% 100% 150% 200% 1-5 Price Points 6-10 Price Points 11-15 Price Points
  • 29. Where do apps GENERATE THE MOST REVENUE A 2016 study by Swrve shows that disproportional revenue is generated from higher end price points. © Swrve 2016 Mobile Monetization Report – used with permission
  • 30. To sell more IAP items, BE CLEAR ABOUT VALUE Make it obvious what the benefit is for buying different price items. Confused customers don’t buy anything.
  • 31. More than ever it pays to, TAKE CARE OF YOUR BEST CUSTOMERS The top apps communicate directly with their top customers to keep them happy and engaged. © Swrve 2016 Mobile Monetization Report – used with permission
  • 32. WHAT WE LEARNED Games with bigger selection RECEIVE MORE ORDERS Tutorials that introduce in-app items HAVE HIGHER CONVERSION Showing users how to “consume” GETS REPEAT ORDERS Treating in-app items like a catalogue MAKES IT EASY TO SHOP 1.14% of paying customers generate 30% of sales
  • 33. Appstore Programs and Promotions Overview 33 What the top 50 do differently -- Engagement
  • 34. REDUCE BARRIERS TO FREQUENT USE
  • 35. Tuning Game Difficulty WILL ENCOURAGE LONGER SESSIONS Too hard, and users will abandon. Too easy, and they can get bored. Just right, and it becomes addictive!
  • 36. When you communicate with them… ADVOCATES DRIVE RETENTION
  • 37. Appstore Programs and Promotions Overview 37 Adopting Social CAN CREATE BUZZ AND KEEP USERS ENGAGED This will result in more friend-to-friend marketing as players share their achievements and ranks. Players will also compete with friends and leaders and stay engaged.
  • 38. Appstore Programs and Promotions Overview 38 Leaderboards and Achievements are THE MINIMUM BAR FOR SOCIAL ENGAGEMENT
  • 40. Design IAP into the fabric of your game MAKE IT EASY TO BUY Offering ways to buy your IAP items when they are needed will increase conversion. Apps that made it easy to shop INCREASED REVENUE 75% (ARPPU) Source: Amazon Appstore, March 2014
  • 41. WHAT WE LEARNED Add social and tweak game difficulty to INCREASE TIME AND COUNT OF SESSIONS Cater to your best and longest customers with clear value DIFFERENTIATE YOUR IAP CATALOG Make IAP items EASY TO BUY WHEN THEY ARE NEEDED
  • 42. IF YOU ONLY DO ONE THING… Cater to your best and longest customers DIFFERENTIATE YOUR IAP CATALOG
  • 43. IF YOU ONLY DO TWO THINGS… Cater to your best and longest customers DIFFERENTIATE YOUR IAP CATALOG Make sure your IAP catalogs are CLEAR ABOUT VALUE
  • 44. WHEN TO RUN A SALE
  • 45. When NOT to run a sale SALES CAN HURT IF THEY… …train users to wait for sales …postpone future revenue …don’t increase revenue …don’t retain users
  • 46. How developers make sales work SUCCESSFUL SALES HAVE… …irregular cadence …timing when user inventory is low …ways to absorb new purchases
  • 47. Case Study WHAT GOES ON SALE? Soft currency in terms of real $ or IAP items in terms of soft currency?
  • 48. Case Study WHAT GOES ON SALE? An IAP item and its cost
  • 49. Case Study WHAT GOES ON SALE? My Inventory of soft currency
  • 50. How developers make sales work SUCCESSFUL SALES HAVE… …irregular cadence …timing when user inventory is low …ways to absorb new purchases
  • 51. Case Study WHAT GOES ON SALE? Put IAP items on sale to absorb soft currency inventory
  • 52. WHAT WE LEARNED For Sales without the remorse INVENTORY MANAGEMENT IS CRITICAL TO SUCCESSFUL SALES To absorb in game currency INTRODUCE NEW CONTENT To avoid training users to wait for sales TIME SALES USING OBJECTIVE TRIGGERS
  • 53. Learn more: http://bit.ly/Top50IAP http://developer.amazon.com/underground How did we do: http://bit.ly/topiapsurvey Follow us: @MikeFHines developer.amazon.com/blog
  • 54. AN ALTERNATIVE TO IAP -- AMAZON UNDERGROUND
  • 55.
  • 56. A NEW SHOPPING APP DISTRIBUTING #ACTUALLYFREE APPS Turn 100% of your Android users into revenue-generating customers Developers waive fees on apps and In App Purchase items. Customers get #ActuallyFree apps! Amazon pays developers for cumulative minutes customers spend in an Amazon Underground app.
  • 57. AMAZON UNDERGROUND HOW IT WORKS • Customers go to Amazon and download the Amazon Underground shopping app • Customers download your app from Amazon Underground • Total user minutes are multiplied by our payout ratio • Developer is paid
  • 58. AMAZON UNDERGROUND HOW WILL IT WORK FOR YOU? • Back-of-the-napkin • Back it out of ARPU $0.002 for every user-minute $0.12 per hour per user
  • 59. AMAZON UNDERGROUND HOW WILL IT WORK FOR YOU? • Back-of-the-napkin • Back it out of ARPU 10K Users 150K Minutes 150K x $0.002 = $300
  • 60. REVENUE = SESSIONS X MINUTES X RATE For 100% of your users Every minute they use your app http://bit.ly/undergroundcalculator
  • 62. AMAZON UNDERGROUND WHO IS ELIGIBLE • Premium apps that will be free • Freemium apps that make IAP free Marketplaces with Amazon Underground US UK Germany France Premium Apps IAP Apps
  • 63. AMAZON UNDERGROUND WHO IS ONBOARD Zynga • Looney Tunes Dash! MobiSystems • Office Suite 8 Pro Halfbrick Studios • Fruit Ninja Rovio • Angry Birds Slingshot Stella
  • 64. Learn more: http://bit.ly/Top50IAP http://developer.amazon.com/underground How did we do: http://bit.ly/ Follow us: @MikeFHines developer.amazon.com/blog