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Platforms

Building a business not just an app? Start with the revenue model

The number of app developers using business models that don’t rely on app store payments is increasing. In some cases this is sophisticated app developers adapting to the market. In many cases it’s simply a greater number of existing businesses starting to use apps as a channel to reach potential customers. We can use the data from our Q1 Developer Economics survey to examine which strategies carry the most risk and which have the greatest chances of success. Could you use one of the more successful models for your next app?

business models - mobile platforms

We asked developers to tell us all of the revenue models they use and also whether their business was loss making, breaking even, making a slight profit, or generating comfortable profits. Revenue model popularity and a sample of profit & loss distributions are shown below.

Build apps for other people

[tweetable]Contracting is the most popular revenue model and also the one associated with the second lowest probability of making a loss[/tweetable] and third highest probability of comfortable profits. Of course, contract work also has strictly limited upside – it’s not really possible to build a scalable business around contract work without becoming a global giant consulting company. That said, the [tweetable]majority of developers would be better off if they spent most of their time on contract work rather than their own apps[/tweetable].

App store payments and advertisers

The next most popular revenue models, in-app advertising, paid downloads, in-app purchases and freemium are all relying on directly monetising an app. Together they are the four most risky models with the lowest chances of profit. [tweetable]Paid downloads are the least successful revenue model[/tweetable]. Although easy to implement there are very few cases where offering a straight paid download will create a financial success. Even on iOS, despite a still growing user base, the paid download market appears to be contracting fairly rapidly in the face of free app alternatives with in-app purchases. Despite the advantages of the in-app purchase model, it’s still quite far behind other models.

Selling services

Subscriptions are the next most popular and also relatively low risk and successful. However, implementing subscription based services is usually more complex than selling apps or virtual goods. Many subscription based businesses are simply using an app to sell subscription content. Another interesting possibility for developers in this area is to resell generic cloud services by adding value on top. As very basic (and already well served) examples, re-sell storage by adding document collaboration or photo management features on top.

Providing services that app developers can resell is one model for those selling developer services. Others include tools or services that help developers design, build, market or monetise their apps. This is one of the lower risk models with a good probability of profit. It follows the classic advice that when there’s a gold rush, the best thing to do is sell picks and shovels. There are still plenty of opportunities in this space (where are all the tools that help me prototype animations?) but also others with too much competition (some BaaS providers are already shutting down).

Selling stuff

[tweetable]Apps that make money through e-Commerce are the most successful in terms of making comfortable profits [/tweetable]and have by far the lowest risk of making a loss. Most developers using this model had existing e-Commerce businesses and have just added mobile apps as another sales channel. There are some startups with mobile first commerce apps though. More than 50% of developers using this model make comfortable profits related to their apps, so the cost of building apps is more than paid for by sales through them.

Affiliate and CPI programs allow developers to sell other people’s stuff. Using an affiliate program could be selling products related to your app through Amazon. Alternatively, a travel guide app might integrate a flight search SDK that provides a native search experience within their app – the developer gets paid whenever anyone books a flight. Affiliate programs were very popular on the web and their native counterparts are likely to be as well. CPI programs are for selling other developers apps, or at least getting users to install them. The top free-to-play games have extremely high ARPU and as they try to grow rapidly it makes sense for them to pay almost anything less than their ARPU for a new user (since new users boost chart ranking and thus organic installs). Other apps are a good place to advertise apps, so this is likely to be quite a lucrative option until either there’s an oversupply of quality advertising inventory or a crackdown on free-to-play games.

Royalties or licensing

We skipped per-device royalties or licensing in the middle of those last two. Overall this doesn’t have much lower risk than relying on the app stores or ads. However, this is inherently a higher risk strategy with bigger rewards for success. It usually involves building a product for large companies or even OEMs. The downside is that the number of direct customers in the target market is usually quite small. This is usually a model for those with great connections, a lot of funding, or both.

Build a business, not just an app

The app stores made it really easy for developers to sell software to a very large audience for the first time. With over a million apps each for iOS and Android, that is no longer the case. Discovery is hard and larger, more sophisticated organisations are dominating the top charts. If you have a great idea for an app, see if you can find a great revenue model to fit it. If not, try to come up with another idea. Outside of the VC-funded startups, developers that succeed will be the ones that think about where their revenue will come from before they’ve started building the app.

For more information of the success recipe of mobile apps, check out our App Economy Profits report.

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Platforms

Confessions of a BlackBerry developer

The BlackBerry developer initiative

It’s been almost 2 years since the first beta release of the BlackBerry 10 SDK. Back then, RIM decided to launch the “happy developer” initiative, which was comprised of two parts. The first was targeted at some of the largest software houses and the second, at the long tail of developers. The first part was successful, since most of the big software houses are now supporting BlackBerry10 either by building native apps or by porting their existing Android apps into BlackBerry World.

confession-of-blackberry-developer

The second part of the initiative, which was aimed at indie developers and hobbyists, is a different story. It seems to me that BlackBerry tried their best, shipping beta devices all over the world, getting the developer relations team on the road, in order to help developers face-to-face, giving incentives like the 10k$ commitment (money that was delivered every month, just as promised), and, most importantly, engaging with all developer communities or individuals from around the world 24/7.

The need for change

BlackBerry went through some difficult times during the past 2-3 years. The company seemed to be unable to get it right, and the negative media attention wasn’t helping. The BlackBerry 10 launch was not as successful as the company would have liked.. The legacy BlackBerry devices were outselling BlackBerry 10 devices quarter after quarter,..
A change was sorely needed in the company’s direction and plans. Cue John Chen. Once Chen was named CEO he brought a whole new set of ideas to BlackBerry, and a new plan of action.
Success comes after a company becomes viable and profitable at the same time. Under the new leadership, BlackBerry started adhering to timetables and deadlines and showing all signs of following a specific plan.

There’s just one thing that did not change, and that’s their commitment to developers. Yes, they are shorter on staff (the developer relations team was merged into another team under Martyn Mallick), the VP of Developer Relations, Alec Saunders, is now in charge of QNX cloud, aka Project ION. But the tools are still getting updates, and the roadmap, which is more important in my opinion, is active, showing that there is a plan for the BlackBerry 10 platform. BB 10.3 is now just around the corner new devices are on the way, and the future looks a little brighter for a company that went through hard times but now looks ready for a comeback!

dev_optimism_chart

There’s also been a change in the central message that BlackBerry is attempting to communicate to developers. When BlackBerry 10 was first introduced, this message was “Flow-Connect-Extend”. It was all about the core basics of the new platform.

For the 10.2 update the message was changed to “Adapt-Sense-Understand”. BlackBerry had more features available for developers, such as headless mode (i.e. apps running in the background), and use of geolocation in apps. Now this message has changed once again, and it’s all about the Internet of Things (project ION). We still don’t know too many details, but it has to do with big data in a secure environment (QNX cloud) that can be used by developers to create a whole new breed of apps.

The decision

Back to reality. As a developer targeting BlackBerry 10 myself, I realize that publishing an app is a twofold process.
The first step is developing the app. BlackBerry offers a completely risk-free environment, with fully engaged support and tool options. During the past couple of years, the SDK has been updated many times, each cycle an improvement over the previous one.

The second part is what comes after publishing the app. This is where success/time spent in part 1, takes place. Success means different things to different people. It might be measured in terms of money earned, number of downloads or even a high rating for their app in the BlackBerry World app store. The truth is that developers don’t have many tools at their disposal to reach their goal, whatever that may be, and BlackBerry’s current status in the top markets is not helping improve this situation..

But what about the countries and regions in which BlackBerry is still a best-selling handset manufacturer, such as Indonesia, South Africa, Nigeria and the Middle East? It might not be as easy as it sounds to target specific markets. Let’s take a look at the distribution of downloads and revenues around the globe (I’m using my own app as an example).

Downloads-2014-05-19
Downloads vs. Revenue maps of a freemium app with more than 125k downloads (May 2013 – May 2014)

Revenue-2014-05-19

It’s clear that BlackBerry has to improve its standing in major markets. Many think the main reason for low device sales in key countries is the lack of apps – but maybe it’s actually the other way around. Perhaps we have a formula that looks something like this: device sales -> more users -> more profit for developers -> more developers -> more apps
At the end of the day, engaging with BlackBerry is going to be a personal decision. There are some important parameters still missing from the BlackBerry platform, which might be keeping many developers from migrating to, or at least adopting, BB 10. A lot of these parameters, however, are not strictly related to actual development, i.e. coding.

But developers should keep two important factors in mind: BlackBerry 10 is still one of the newest OSs out there, which means there’s a lot of room for growth. Also – BlackBerry still is, and will continue to be, a leader in enterprise solutions, which is translated as a strong brand name. This combination indicates that there’s potential for BB10.

If I were to give developers some advice on whether to adopt the platform, I would say go for it. Built it or bring it – i.e. either go native or bring over your Android app. The tables may turn sooner than you think.

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Platforms

Which top platforms are easiest to develop for?

In the mobile software world, developers are considered vital to the health of platforms, of which they have several to choose from. Platform owners have to work very hard to make sure their SDKs and tools are easy to use. Too much friction, too little documentation or too steep a learning curve can drive developers away. Which platforms are the easiest to develop for? More importantly, does ease of development translate into popularity? Or is it just a hygiene factor?

platform

A lesson from history

Mobile platforms have not always tried to make things easier for developers. Before the iPhone, Symbian dominated the smartphone market and had a policy of making developers jump through hoops to ensure both the resource efficiency of apps and the security of the platform. Nokia tried to add a developer friendly layer on top of the OS with Qt but it was too little too late to capture developer attention, even with an existing large installed base. So, a terrible developer experience can ruin a platform’s chances but does greater ease of development lead to success?

Interpret with caution

In our last developer economics survey we asked developers how easy it was to use a common set of APIs on their primary platform. Before diving into the data, there are some caveats:

  1. Comparison between platforms is slightly unfair because the API categories are broad and not all platforms will enable access to the same level of functionality
  2. Not all developers target multiple platforms, so some do not have a good basis for determining ease of use (although purely subjective ratings are still valid for comparison)
  3. The APIs that were included in the survey primarily focus on native functionality, so this comparison in somewhat unfair on HTML5
  4. The APIs do not include UI functionality and building the UI is a significant part of the work in most mobile apps.

Bearing those points in mind, below is what developers think of their platforms.

Easy != Popular

Our data shows that the challenger platforms, BlackBerry 10 and Windows Phone are the easiest to develop for, with BlackBerry 10 having a slight lead. In the middle are the leading platforms, iOS and Android, with iOS fractionally easier to develop for overall but with Android having several APIs where it leads.

In a distant last place we have HTML5, suggesting that it’s still very difficult to build apps that take advantage of uniquely mobile features with web technologies. In this regard it’s interesting that the recently appointed CTO of Mozilla, Andreas Gal has this to say:

“For Mozilla, anything that the Web can’t do, or anything that the Web is not faster and better at than native technologies, is a bug. We should file it in our Bugzilla system, so we can start writing a patch to fix it.”

There appear to be a few more entries for their Bugzilla system above. Web technology has matured a long way and makes it very easy to develop web sites across a wide range of screens – mobile apps are not the same thing and pose a different set of challenges.

To answer the question we posed at the beginning, it seems that ease of development is mostly a hygiene factor. The top platforms are not the easiest to develop for. BlackBerry 10 seems to have surprisingly high levels of continuing loyalty amongst developers despite the very poor sales for the platform to date, so perhaps there is some value in creating an environment developers really love to work with rather than one that is simply not painfully difficult.

The next frontier?

As we move towards a world of connected sensors everywhere and wearable devices are being hyped as the next big thing, an interesting sidenote is that Bluetooth was rated as the hardest API to use by developers across all platforms. After years of failing to reach its potential, Bluetooth is emerging as one of the key technologies enabling smartphones to talk to wearables and other external devices without sufficient power to maintain their own permanent internet connection. Perhaps this is an area for all platforms to consider revisiting, or an opportunity for an Internet of Things platform provider to abstract away the details.

Categories
Platforms

Which top platforms are easiest to develop for?

In the mobile software world, developers are considered vital to the health of platforms and they have several choices. Platform owners have to work very hard to make sure their systems are easy to develop for. Too much friction, too little documentation or too steep a learning curve can drive developers away. Which platforms are the easiest to develop for? Does ease of development translate into popularity? Or is it just a hygiene factor?

A lesson from history

Mobile platforms have not always tried to make things easier for developers. Before the iPhone, Symbian dominated the smartphone market and had a policy of making developers jump through hoops to ensure both the resource efficiency of apps and the security of the platform. Nokia tried to add a developer friendly layer on top of the OS with Qt but it was too little too late to capture developer attention, even with an existing large installed base. So, a terrible developer experience can ruin a platform’s chances but does greater ease of development lead to success?

Interpret with caution

In our last developer economics survey we asked developers how easy it was to use a common set of APIs on their primary platform. Before diving into the data, there are some caveats:

Comparison between platforms is slightly unfair because the API categories are broad and not all platforms will enable access to the same level of functionality
Not all developers target multiple platforms, so some do not have a good basis for determining ease of use (although purely subjective ratings are still valid for comparison)
The APIs that were included in the survey are biased towards native functionality, so this comparison in somewhat unfair on HTML5
The APIs do not include UI functionality and building the UI is a significant part of the work in most mobile apps.

Bearing those points in mind, below is what developers think of their platforms.

Easy != Popular

Overall we can see that the challenger platforms, BlackBerry 10 and Windows Phone are the easiest to develop for, with BlackBerry 10 having a slight lead. In the middle are the leading platforms, iOS and Android, with iOS fractionally easier to develop for overall but with Android having several APIs where it leads. In a distant last place we have HTML5, suggesting that it’s still very difficult to build apps that take advantage of uniquely mobile features with web technologies. In this regard it’s interesting that the recently appointed CTO of Mozilla, Andreas Gal has this to say:

“For Mozilla, anything that the Web can’t do, or anything that the Web is not faster and better at than native technologies, is a bug. We should file it in our Bugzilla system, so we can start writing a patch to fix it.”

It looks like they still have a lot of work to do! Web technology has matured a long way and makes it very easy to develop web sites across a wide range of screens – mobile apps are not the same thing and pose a different set of challenges.

To answer the question we posed at the beginning, it seems that ease of development is mostly a hygiene factor. The top platforms are not the easiest to develop for. BlackBerry 10 seems to have surprisingly high levels of continuing loyalty amongst developers despite the very poor sales for the platform to date, so perhaps there is some value in creating an environment developers really love to work with rather than one that is simply not painfully difficult.

The next frontier?

As we move towards a world of connected sensors everywhere and wearable devices are being hyped as the next big thing, an interesting sidenote is that Bluetooth was rated as the hardest API to use by developers across all platforms. After years of failing to reach its potential, Bluetooth is emerging as one of the key technologies enabling smartphones to talk to wearables and other external devices without sufficient power to maintain their own permanent internet connection. Perhaps this is an area for all platforms to consider revisiting, or an opportunity for an Internet of Things platform provider to abstract away the details.

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News and Resources Platforms

The Three Waves Of Mobile Marketing

With over one million apps in the Apple and Google stores, you‘d think that app development has become business as usual. As we enter 2014, the making of apps is a sought-after commodity. But [tweetable]the marketing of apps remains part art, part science[/tweetable].

shutterstock_114890851

App marketing and advertising took off early in the history of the app economy. The freemium model (generally speaking, apps that are free but monetize through premium upgrades, in-app purchase items or advertising), took place a couple years after. On the App Store, in-app purchase items (IAPs) were only introduced as of late 2009. On the Google Play Store, they had to wait until 2011.

Since the freemium app model started making a name for itself, the parameters and requirements of app advertising and user acquisition have been in constant evolution, strongly influenced by transformations of the app ecosystems. In particular, app publishers, marketers and other stakeholders have constantly needed to adapt to the evolving policies and barriers enforced by Apple and Google.

In fair consideration, many of the steps the two companies took were also in reaction to the evolution of advertising techniques and practices within their ecosystem. The dynamic is therefore mutual.

Looking back on the brief history of app marketing, there are three main phases or “waves” of app marketing, presented in the table below. Each phases has distinguishing features in terms of business objectives, marketing strategies and practices, technology focus, transparency standards, platform regulations etc.

The three waves of mobile app marketing:

1st wave 2nd wave 3rd wave
Timeframe 2009 – 2011 2012 – present 2013 – present
Goal Volume through top chart position Volume with a focus on the price of installs Volume with a focus on the quality of installs
Marketing strategy Incentivized Downloads Shift to quality: Non-incent ROI-positive media buying
Pricing Methods
  • Flat fee
  • Cost Per Click
  • CPM
Cost Per Install
  • Cost Per Action
  • Cost per Reengagement
  • adjusted CPI (aCPI)
Technology focus None
  • Install attribution tracking
  • In-app analytics
  • Post-install, in-app event tracking
  • Programmatic buying
  • Deep linking
  • (Cross-device) Retargeting
Tracking technology
  • iTunes Connect
  • UDID matching
  • MAC Address
  • openUDID
  • Fingerprinting
  • Platform-specific device identifier (IDFA, Advertiser ID)
  • Social Media login
Level of platform regulation and transparency Low Medium High
Market dynamics Emergence of new “pure” players Growth, stronger positioning of existing players Consolidation, M&A activity, older players start getting involved
Advertising formats Banners, editorial advertising, incentivized Interstitials, video ads Native ads

I’ll discuss these three waves along their most important characteristics.

The first wave: the early days, focus on volume

The early days of app marketing date back to 2009. They were characterized by the emergence of the Apple App Store as the main platform for user acquisition. [tweetable]Publishers mostly relied on the top chart rankings to gain visibility[/tweetable]. This led many of them to resort to the so-called burst campaigns, either incentivized or natural such as editorial app “boosters” and blogs. These campaigns generated large amounts of downloads in a short period of time in order to climb the app store rankings.

In this context, performance models, whereby advertisers only pay for the installs generated, mostly served for incentivized campaigns, and burst campaigns were often sold on a flat-fee basis. For the burst campaigns run on a Cost Per Install (CPI) basis, downloads were accounted for using iTunes Connect data or at best UDID matching. Consequently, there was neither technology focus nor need in terms of tracking. In short, user acquisition was not data-driven.

During that time, many pure players, such as Tapjoy, Flurry, or AppGratis, entered the space, as it was a land grab with low barriers to entry. Platform regulations were still relatively lenient, as the tenants of the ecosystems didn’t wish to curtail their growth. For instance, incentivized downloads were still allowed by Apple until April 2011.

The second wave: focus on quality and performance tracking

The second wave of app marketing started around 2012. The volume remained the main marketing objective, but CPI-based campaigns gained momentum and performance marketing started becoming widespread. More generally, a discrete shift towards more quality tracking in advertising campaigns was taking place.

In terms of regulation, Apple tightened its grip on a fast-growing ecosystem and cracked down on players accused of taking advantage of the top chart ranking algorithm. In April 2011, incentivized downloads were banned and in October 2012, Apple enacted clause 2.25, forbidding “Apps that display Apps other than your own for purchase or promotion in a manner similar to or confusing with the App Store”. This led to the ban of several of app discovery services, the most famous being App Gratis which was pulled from the Apple’s store in March 2013. App publishers themselves suffered the consequences of these restrictions, such as Animoca who, in January 2012, saw all their apps removed by Apple under the allegation that they were using bot farms to generate fake downloads.

Technology-wise, the growing popularity of performance marketing encouraged the rise of efficient attribution tracking solutions, in order for advertisers to trace downloads down to their respective sources. Among the tracking technologies which then emerged, the most popular are fingerprinting as well as single, platform-specific device identifiers (Google’s Advertiser ID and Apple’s Identifier For Advertisers – IDFA). As of today, [tweetable]fingerprinting remains the only legitimate solution enabling mobile web tracking[/tweetable].

Publishers also started becoming more data driven by integrating in-app analytics solutions such as Localytics to analyze usage, retention, engagement, virality and monetization metrics. Similarly, a focus grew on measuring the quality of the users through the estimation of customer lifetime value (LTV). However, this was at this time mostly performed to understand the user journey and improve the user experience, not yet (so much) to optimize user acquisition campaigns. In other words, [tweetable]performance stopped at the install, as in-app and attribution tracking remained distinct from each other[/tweetable].

In terms of market dynamics, the wave of new entrants stalled as existing advertising players consolidated their positions and stronger regulations prevented the use of shadier advertising tactics. The second wave was pioneered by ad networks (inmobi, AdMob, Leadbolt), affiliate and cross-promotion networks (AppFlood, Chartboost, AppLift), mobile agencies (Fiksu, Somo Global).

The third wave: focus on lifetime value and ROI

The third wave of app marketing started in 2013, is currently unfolding and will probably define the mobile landscape for at least the next two years. This third wave is distinguished by a massive shift towards quality, with, in particular, the growing realization by mobile advertisers that acquiring users, even at a low price, makes no sense if these users are not retained, engaged and finally monetized.

This global shift to quality has generally been embraced by advertising companies, app publishers and platforms alike, all with various consequences.

First, platforms themselves are taking on and driving the trend, and introducing heightened regulation. In 2013, Apple modified its ranking algorithm to take into account more in-app, post-install qualitative factors such as retention and engagement metrics. Google, too, started enforcing harder restrictions on its developer policies when it banned spammy user acquisition techniques such as push notifications or icon drops on the Play Store.

Naturally, it is app publishers and advertisers that are driving the largest part of the shift. Indeed, increased competition as well as rising CPI prices has made it an impediment to track and optimize user acquisition campaigns more accurately, and to allocate marketing budgets towards the best-performing channels. Technically, this means tracking post-install events, connecting them to the acquisition source, and finally linking attribution tracking to in-app metrics.

Early assessment of the LTV of acquired users now enables advertisers to quickly assess the quality of the various acquisition channels used. This in turn allows them to optimize and fine-tune the campaigns by allocating budgets to the traffic channels offering the highest user quality (users whose LTV is higher than their cost of acquisition – CPI).

On the whole, if the first wave focused on volume only and the second on price-weighted volume, the third wave is characterized by quality-filtered volume.

In the wake of this quality shift, new pricing schemes appeared: for instance, [tweetable]Cost Per Engagement (CPE) now allows advertisers to pay for actions taking place after the install[/tweetable], such as game tutorial completions, or first purchase.

More quality and more regulation also go along more trust and transparency. In the specific context of the relationship between advertisers and user acquisition networks and other partners, this means that networks have been more willing to share information about their traffic sources, while advertisers have been less reluctant to share more in-app data about the users generated.

In terms of market dynamics, the third wave is characterized by increased M&A acquisitions as older, established digital and online companies start acquiring pure mobile players. This way, in 2013 we saw, among others, retargeting company Criteo buy out mobile tracking company AD-X, Twitter snap up mobile ad exchange MoPub and, in gaming, Japanese telecoms firm Softbank together with GungHo acquire Finnish mobile game publisher Supercell. There were also a couple of mobile-only deals, such as the acquisition of Jumptap by Millennial Media or the merger of mobile gaming services company Playhaven with mobile analytics provider Kontagent.

As the third wave of app marketing is still forming, other data-driven approaches are emerging, such as real time bidding, retargeting and cross-device targeting. Reactivation and re-engagement campaign techniques are already taking into account quality factors and focusing on post-install events.

For developers, it can be of great help to keep this history of paid mobile user acquisition in the rear-view mirror as they strive to understand and adapt to its new challenges.

– Thomas

[Thomas heads up content marketing at AppLift, loves scrutinizing the developments of the mobile industry and collects photo apps on his iPhone the rest of the time. He can be contacted at tso@applift.com]

Categories
Business Platforms

Mobile Gaming And The Pyramid Of Scarcities

Distimo - App Revenue Distribution

According to Distimo’s latest report, apps with “freemium” business models, i.e. free apps monetized by in-app purchases (IAP), have dominated revenue charts in 2013. This spurred me to take a deeper look at the “economics of free” and explore new opportunities for innovation in these business models.

The Economics of Free

Let’s begin by taking a brief look at the “Economics of Free” or the “Economics of Abundance”, as described by Mike Masnick. Here’s a short, 2 minute video introducing the concept:

Economics is essentially a social science that examines the best possible way to allocate “scarce” goods or resources, i.e. ones with meaningful marginal cost and limited supply. However, digital goods like apps are abundant because the marginal cost of creating an additional copy is zero. Given the nature of near-efficient competition in the digital world, price naturally approaches the marginal cost of zero.

This explains the decline in popularity of paid app downloads and the decline of numerous traditional business models. However, cheap or free content allows developers to reach a much wider audience which consequently increases demand for related scarce goods or resources. In the music industry, the advent of digital music precipitated a steep decline in US recorded music sales from $14.6 billion in 1999 to just $6.3 billion in 2009, but concert ticket sales grew from $1.5 billion to $4.6 billion over the same timeframe. In other words, digital music converted a scarce resource (recorded music albums) into an abundant resource (cheap, easily downloadable singles), which then increased demand for a related scarce resource, i.e. concert tickets.

  1. Marginal Cost – Cost of producing an additional unit
  2. Efficient Competition – Participants do not have the market power to set prices

The Pyramid of Scarcities

This particular study focuses on scarcity-driven monetization opportunities available to developers of free-to-play (F2P) games like Candy Crush Saga, Angry Birds, etc. As shown in the image below, the scarcities created by F2P games can be segregated into 3 categories, in order of increasing scarcity (or decreasing availability)

  1. Induced Scarcity
  2. Scarcity of Goods
  3. Scarcity of Time or Access

Pyramid of Scarcities

1. Induced Scarcity

Induced scarcity is one that does not exist in reality, but is created artificially — for example, in-app purchases of digital goods. The availability of these goods isn’t really in question and therefore, the value placed on each purchase or transaction is quite low. Consequently, effective monetization depends on maximizing transaction volume from these low-value digital goods, i.e. micro transactions. This strategy is most effective when scarcity is induced because of direct player engagement, and not when it is forced onto players. Game design plays a critical role here as in-app purchases need to be naturally blended into gameplay elements. King’s games like Candy Crush Saga are perfect examples as players pay for boosters to help them progress through difficult levels. In fact, King’s revenue is expected to top $1 billion this year, almost exclusively driven by micro transactions on Facebook and mobile games.

However, exclusive use of this monetization strategy also brings up some challenges. King’s “Games Guru”, Tommy Palm, recently said that 70% of the players on Candy Crush Saga’s final level “haven’t paid anything”. While this is a great sign for consumers, King seems to be losing out on monetizing their most engaged players and biggest fans (excluding a minority population of “whales”). The only reason these players haven’t become paying customers is because they don’t consider digital goods to be scarce enough. The solution isn’t to create “paywall” equivalents, but to explore additional monetization opportunities with even scarcer products.

2. Scarcity of Goods

Scarcity of goods refers to physical products that have a tie-in with an F2P game — for example, branded or licensed merchandise. Since physical goods aren’t as abundant as digital ones, the value placed on each transaction is automatically higher. However, this comes with the trade-off of lower transaction volume. Rovio’s Angry Birds franchise is a great example of a successful merchandising strategy. Led by sales of Angry Birds plush toys, merchandising and IP sales made up 45% of Rovio’s $195 million revenue in 2012. This year, Hasbro sold over one millionTelepod” figures within a month of Angry Birds Star Wars II’s launch. This year, King also dipped its toe into merchandising with a range of Candy Crush themed candies and socks.

These products are likely to appeal to fans of F2P games even if they have never purchased digital goods. However, the biggest fans and most engaged players may be looking for something even scarcer.

3. Scarcity of Time or Access

Scarcity of time or access can be leveraged through a direct connection with the most ardent fans — for example, events like gaming competitions or conventions. Conventions tap into scarcity of time from key personnel like game designers, while social gaming competitions tap into scarcity of access to exclusive benefits and direct competition with other “superfans”. The monetization opportunity from events is likely to be immense, even though the actual frequency may be low.

So far, very few game developers have utilized this particular strategy — a related example from the non-F2P space is Mojang’s Minecraft Convention or MineCon. 7,500 tickets to the event sold out in roughly 5 minutes, generating roughly $1 million in revenue. This may seem like small change for large gaming companies, but it’s important to keep in mind that Mojang may view MineCon as more of a promotional event. Expanded ticket sales and advertising partnerships could easily make gaming events a significant revenue opportunity. Given the competition in allied industries like mobile hardware, there will certainly be no dearth of advertisers.

Opportunity for Innovation

The monetization opportunities outlined in this post show that the free-to-play mobile gaming industry still has a lot of room for growth. Most publishers have focused on just one of these strategies and I have no doubt that we will see more business model innovation from these companies as we move forward.

Having said this, these strategies are only useful for companies if their games remain popular. The gaming industry has proved again and again that companies cannot rest on the laurels of a single mega-hit. Therefore, developers need to focus on continuous innovation across a wide catalog of games. What’s most important is to ensure that players have fun. After all, isn’t that the entire point of playing games?

– Sameer

This post was originally posted in Sameer’s Tech-Thoughts blog – you can find the original article here.

Sameer is a business strategy professional with expertise in mobile ecosystems, asymmetric business models and disruptive innovation. Over the last 6 years, he has held various roles in strategy consulting, investment management, M&A and venture capital. During this time, he has developed a keen interest in the intersection between technology, innovation and business strategy. You can follow his work on his blog at Tech-Thoughts, on Twitter @sameer_singh17 or on LinkedIn.

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Platforms

Is Android First Really a Myth?

Popular perception in the tech press is that iOS gets all the best apps first. With Android market share beginning to dwarf that of iOS globally, there’s lots of speculation around when developers will switch to Android first. Our data shows iOS is still the priority for startups in the U.S. but that doesn’t necessarily apply outside the high-growth consumer app market, or elsewhere around the globe.

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The importance of platform priority

Just over a week ago, Steve Cheney wrote the very widely shared “Why Android First is a Myth”. The post makes some well-reasoned points about an important issue for the future of the smartphone market. One of the things that makes iOS attractive to a significant subset of early adopters is that it gets most apps ahead of other platforms, sometimes exclusively. [tweetable]If most developers start targeting Android ahead of iOS then those users will switch platforms, taking their app and service spending with them[/tweetable]. Where the early adopters go, most of the rest of the market will eventually follow. As such, developer priorities are considered an early indicator of platform fortunes, particularly at the high end. So if, as Steve suggests, iOS is set to dominate Android in this area for many years yet then Apple will keep making the bulk of the profit in the smartphone market. So is he right?

Silicon Valley doesn’t dominate apps globally

The major problem with the “Why Android First is a Myth” argument is that it is incredibly Silicon-Valley-centric. Whilst the two major smartphone platforms may be developed in Silicon Valley and dominate globally, the content and services used on them does not follow that pattern. Although there are lots of apps in common between U.S. and European app store top charts, there’s still plenty of highly ranked local content in most countries. Looking at the top grossing charts of massive smartphone markets like South Korea, Japan & China, U.S. users would struggle to recognise the name of any publisher (major exceptions being Supercell and King.com from Finland and the U.K. respectively). Not only is the assumption that the apps that make a platform attractive are going to come from the U.S. (or even “the West”) flawed, the assumption that they’ll primarily come from “sophisticated startups” is as well.

Mobile messaging services provide a good example. While VC funded startups may be the way many new services get built in the U.S., WhatsApp being a typical case, the global competition is rather different. KakaoTalk comes from a startup of sorts, although founded by a former CEO of Korea’s internet giant NHN, while LINE came from the Japanese subsidiary of that same Korean internet giant. WeChat comes from Tencent, China’s largest internet company and one of the biggest in the world. It’s more than just how the apps get funded and built though, it’s the types of apps too. The breadth and depth of the app offering on a platform is essential to have all the apps that are important to any individual user, whether it be an app from their bank or niche apps catering to their interests. Otherwise the Windows Phone strategy of paying for the most popular apps to be ported would be a lot more successful. As Paul Graham says, VC funded startups are all about growth, so they have to address issues that they believe are relevant to very large markets. They don’t build more niche or local apps and they don’t build the essential extensions of existing services to mobile devices. This suggests that the platform preferences of a much wider range of developers are important, not just the “sophisticated” startup developers.

Global platform preferences

With this in mind, VisionMobile has a great source of data for monitoring this important platform priority trend. Our regular Developer Economics surveys ask thousands of developers to rank the platforms they use in priority order. Just looking at the data from the last survey on which platforms are most frequently cited as primary by developers in each country we can see strong geographic patterns.

[tweetable]In almost all countries there are a significant fraction of developers who treat Android as their primary platform[/tweetable] and overall the number of developers with iOS and Android as primary platform is almost exactly even. This is biased by a large number of Hobbyists and Explorers* who overwhelmingly prefer Android, largely because it costs less to get started and the platform is more open. As such, iOS still leads by a decent margin (39% vs 32%) amongst those full time developers trying to build or grow businesses. However, this is not true everywhere with South America being dominated by mobile web developers and most of Asia ruled by Android. Europe is fairly evenly split between the two platforms. Most countries’ developer populations follow local user preferences with a slight bias towards iOS. A major exception is Russia, where iOS penetration is low but developers have an unusually high preference for the platform – this is not just outsourced development either; good technical education, a low cost of living and access to affluent global markets seems to be a great combination for smaller independent developers too.

What about startups?

Finally, if we’re purely talking about startups (or Gold Seekers in our segmentation) then iOS is clearly preferred to Android in North America. Out of those with iOS or Android as their primary platform, 70% are iOS first versus the 30% starting with Android. By the same metric, Asia has a 66% majority of Android first startups and Europe is split 50/50. Although our data set for this particular segment might not be large enough to be comprehensive, it’s clear that “Android First” developers are far from mythical!

If you work in a startup cluster and don’t agree with our numbers then please leave us a comment.

* Explorers are part time mobile app developers with a different day job – for more information on developer segments and their preferences see our segmentation report.

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Platforms

Kids’ Educational Apps – An Indie Dev’s Final Frontier

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I am wondering if you know that there is an SXSWedu event. Well I can’t blame you if you don’t, it is the third year it is running and it sounds a bit off when you think of SXSW and “Keep Austin weird”. If you don’t then it will even come more as a surprise to learn that Bill Gates delivered the closing keynote to a standing-only room of 2,500 people.  On top of that, Apple revealed to TechCrunch a couple of weeks ago that they have sold more than 8 million iPads to educational institutions worldwide (4.5 million to U.S. schools).

You might have started thinking that putting together an educational app may not be such a bad idea, I mean how hard can it be? How about checking out the App Store’s top 200 paid list of iPad educational apps? Just by going through it, even if you don’t know who is who, you will see a lot of indie developers. Let me save you the trouble and give you the rundown. Of the top 200, 70% are kids’ educational apps. Out of these, roughly 80% are by independent developers, and only 20% from well-known publishers like Disney, Nickelodeon, Sesame Street, etc. This is really impressive to say the least.

But before you team up with a teacher and start coding that idea, hold on. For every developer who is succeeding, there are 20 who are struggling to see noticeable sales. To make matters worse, only 20% of the developers present in 2009 were still active in 2012 (iLearn II – “An Analysis of the Education Category of Apple’s App Store”).

All of this translates to the indication that there are still great opportunities in kids’ educational apps right now, but there is also a lot of risk. That is why the kids’ educational apps market is an indie dev’s “final frontier”. So before you set off to “boldly go where no man has gone before”, here is a survivor kit to keep in mind when navigating those treacherous waters:

1)    App stores lack specific categorizations

No single app store has a separate category of kids’ educational apps. So kids’ educational apps are all scattered in a number of categories. In the Apple App Store they are scattered across Education, Games/Educational, Games/Kids, Books, etc., and in the Windows Phone Marketplace between Education and Kids + Family. Keep that in mind as you pick your category and since there is no right or wrong,  don’t be afraid to experiment.

2)    Never ever forget market segmentation

It is an easy assumption to make but it is one that you must always keep in mind. Education differs across countries considerably, it is not only the language and cultural barriers, but also that educational topics are approached in different angles. In the US the past three years the Common Core Standards initiative has been put together that provides a clear understanding of what students are expected to learn so teachers and parents now what to do to help them. CCS can be a very useful roadmap when you are thinking of your app. Lastly always factor in that localization will not be easy and it will cost more than it would normally do.

3)    You have limitations on your monetization strategy

With stories of a 5 year old spending $2.500 on iPad apps in 10 minutes hitting the news frequently be very careful of your monetization strategy. I am not arguing to exclude In App Purchases but be very cautious about your implementation and disclose this information to parents.

4)    Be wary of COPPA

Talking about disclosures you need to get up to speed with the Children’s Online Privacy Protection Act. You need to have a privacy policy, provide disclosure about data practices and take responsibility for data practices of 3rd party code. Lorraine of Moms With Apps has put together a great reading list on the subject here, which is always updated.

If then you are up to being one of the risk-takers that Bill Gates mentioned in his speech, help change the face of education and make money on the way keep in mind his closing words “In this space, we either improve the quality of education or we stay flat, like we have for the last few decades”, put your soul into it and make great educational apps.

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Platforms Tips

A/B Testing on the Amazon Appstore

In December Amazon launched a new A/B testing service for Android apps on the Amazon Appstore. Integrating A/B testing, particularly for in-app purchase related events, in the store portal is a welcome addition. Slightly disappointing considering this comes from a store provider is that the A/B testing service does not support testing different copy or icons on the storefront itself, purely in-app A/B tests, for which there are already third-party alternatives.

Not a “leaner” alternative store

When we looked at the developer platform “lean factor” for Android previously, we were only considering Google Play. Android came out on top due to the ability to publish new versions to the store almost immediately, enabling much faster iteration. However, the Amazon Appstore does have a review process which introduces significant publishing delay. As such even with the convenient addition of A/B testing baked into Amazon’s store, Google Play still offers a better environment for implementing lean development.

Testing in a smaller market

That said, there is at least one interesting use of this new service. Amazon’s Appstore has historically had a much higher proportion of users paying for downloads and in-app purchases than on Google Play – so much so that in early 2012 many developers made more money on Amazon’s store despite the much smaller audience. A smaller market with a high proportion of paying users is ideal for A/B testing improvements with the most important user group, particularly improvements to in-app purchase flows. Testing new variations on Amazon’s store and then rolling the successful ones out to a Google Play version might be a useful strategy for increasing revenues.

But how much smaller?

A final question is how much smaller is Amazon’s store in terms of downloads? They are notoriously silent when it comes to absolute numbers and even the relative numbers they give are ambiguous. In the press release for the A/B testing service linked above they say that app downloads have grown 500% over the previous year. This was in a release at the beginning of December with no fixed reference point given for the comparison. As can be seen from the relative growth chart produced by Distimo at the same time last year below, the launch of the original Kindle Fire at that time produced similarly massive growth.
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Dependending on where the comparison is made, a 500% increase could be anywhere from slightly behind January’s download level to 6 times the December 2011 peak. Until they provide some concrete numbers the best advice is to try it and see what your own results are like. The only major difference we’re certain of between the app buying users on the two stores is a higher proportion of tablet users at Amazon’s.

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Business Platforms

The Darker Side of App Store Optimization

As long as there are algorithms impacting revenues there will be people trying to game them. In the world of mobile apps there are two sorts of algorithm that can be routes to success, chart rankings and search rankings. Chart rankings are very simple and typically just use some time-weighted download volume. Search rankings are much more complex, involving keywords, reviews and other social or similarity-based data as well as downloads. Developers can use a range of tactics to improve their ranking in these algorithms, some of them much more legitimate than others.

There’s no such thing as a bad download

Whilst there are very good practices for optimising search ranking, such as using tools that monitor competitors and analyse their keyword usage to suggest improvements to your own, the single most effective way to improve all rankings is to increase downloads. For paid apps, all downloads generate revenue, whether the app gets used or not – temporarily reducing the price or making the app free is an effective technique for boosting downloads, which boosts rankings and subsequent revenue when the price is returned to normal. For apps that are free anyway, it can similarly be worth spending some of the revenue earned through advertising or in-app purchases to increase downloads. On one level this is obvious, it’s worth spending money to market the app and try to reach new users. However, the winner takes all nature of app store discovery at present makes it worthwhile for some developers to chase downloads purely to enhance their rankings. Even users who will never open the app are worth attracting if they can be acquired for a low enough cost.

Paid placement

There are lots of advertising options available that drive users to your app in the store. The vast majority of them are pay-per-click and thus cannot be used cost effectively to inflate downloads of an app that doesn’t generate significant revenue per user anyway. Most of these are clearly advertising products, others look like app discovery tools to end users. Hooked is a good example of an app that blurs the line between discovery and advertising. They have a popular social discovery app for Android games where developers can pay to generate installs. For developers this is a very logical option because they have a fixed cost for installs which they can compare against average revenue per user. On the other hand, users may believe they’re getting a recommendation when in reality they are seeing an advert. It’s the same argument that surrounded paid placement for search results in the days before Google launched AdWords.

Cross Promotion

Another way to reach users is through similar apps. Apps promoting one another is a great way to reach a common user base. There are several cross-promotion networks with a variety of business models. Ironically the one with the name most suggestive of ranking manipulation, Chartboost, is at the most ethical end; they provide completely free technology for developers to organize their own cross-promotions and also a marketplace to connect developers where they take a cut of the transactions. At the same time, the most popular cross-promotion network (according to our latest survey), Tapjoy, plays much closer to the lines of acceptable conduct. One (and in fairness it should be emphasised only one of several) of Tapjoy’s services is incentivised downloads, a practice that Apple have repeatedly cracked down on – they pay users (in virtual rewards such as in-game currency) to download apps which have paid for that service (in cash). Clearly a large fraction of people who will download other apps to earn a bit of virtual currency are those unable or unwilling to pay for the same. These users almost by definition are unlikely to monetize, so the only obvious reason to seek them out is to increase rankings in order to be discovered by other paying users that would be more expensive to reach directly.

Shuabang!

At the extreme end of ranking manipulation, with no pretence of being anything else, is Shaubang. This manipulation is primarily practiced on Apple’s App Store, made possible by the fact that a credit card is not required for an iTunes account in China. Companies with millions of accounts make use of extremely cheap local labour to pay people to download and review apps. These services often guarantee to boost an app to a desired category ranking for a fixed fee. This practice is heavily frowned upon by store owners but also extremely hard to police, since it involves real users (sometimes bot-assisted for efficiency) with real accounts.

Where’s the harm?

Users are mostly getting what they want out of these deals and so are the developers involved. Store owners have higher download stats to boast about. Even at the extreme end we have job creation in China. The main people losing out are the developers not taking advantage of these strategies. However, if ranking manipulation becomes the norm rather than a fringe behaviour then two problems become very serious. First, the top ranked apps are simply the ones that paid the most to be there, rather than the best ones – this makes discovery of genuinely great apps harder and reduces the overall perception of app quality. Second, a feedback cycle further concentrates revenue at the top of rankings – only those who pay to be at the top can afford sufficient manipulation to stay there and the rankings will begin to stagnate. App store owners need to ensure their markets are as honest and fair as possible, or users and honest developers will suffer in the long run.