Showing posts with label Marketing. Show all posts
Showing posts with label Marketing. Show all posts

Saturday, 15 March 2014

One Metric You Really Need To Know In Your App Marketing

Both iOS and Android markets today are highly competitive environments where one mistake can cost you not only valuable downloads, but also your profit. Recently, I’ve been consulting many marketing strategies for different types of mobile apps from kids games to business solutions and almost all of them shared one critical mistake – those people didn’t know LTV of their customers.

LTV stands for Customer Lifetime Value, which in my opinion is one of the most important factors not only in mobile app marketing, but in whole business. LTV basically says how much money will a customer bring you on average. There are various methods to determine this number and you can find them all over the internet. But why is this so important?

At first, LTV helps you to determine a threshold for your user acquisition activities. There is a simple logic behind it – your acquisition costs need to be lower than your earnings. If you can keep up with this equation, you will be profitable. Many people complain about high user acquisition costs on traditional performance advertising networks like iAds, AdMob or Facebook and they actually tend to forget the basic principle of profit – you need to buy cheaper than you sell.

Money

Doesn’t matter if your monetization mechanism is inside your app or somewhere completely else, you just need to know how much money you can expect from one user. Maybe you have a mobile game with in-app purchases or maybe your app serves as a search mechanism for real estate trading. It really doesn’t matter until you can somehow monetize your customers. Also, you can clearly see that premium apps with no in app purchases have a slight disadvantage here – their LTV is limited to the price of an app itself if there is no up-sell mechanism inside.

For a better illustration, let’s say your customer LTV is $5 – which means that your average customer brings you 5 dollars. Yes, many of them won’t ever pay you a cent (especially if you have a freemium mobile app), but also many of them will pay you $10, $50 or maybe $100.

So when your LTV is $5, all you need to do is buy new users under that value – and profit is yours. Cost of a new user is called CPI, which stands for Cost Per Install. Of course, it’s good to set some reasonable threshold for your CPI, since $4,99 will keep you profitable, but it’s going to be a painful journey. Let’s say you are willing to spend $3 per install, therefore every new user should bring you $2 profit on average.

LTV - CPI

Now try finding all possible ways to acquire users for 3 dollars. For example, you can test various ad networks and keep the bids in your limit. Also, don’t mistake average Cost Per Click (CPC) on these networks with your CPI. CPI is always higher than CPC, since not everybody that clicks on your advertisement will also install your mobile application. This is called conversion rate. For example, when 100 people clicked on your ad and you’ve obtained 10 installs, your conversion rate is 10%. Of course, you need to spend some money just to discover what’s your LTV. But after that, you will be able to run profitable campaigns practically everywhere.

There are plenty of ways how to decrease your CPI - by improving your conversion rate or adding some viral mechanics into your app, for example Facebook invites or Game Center integration. Some of your existing users will then invite new people which will lower your overall user acquisition costs. Virality of your mobile app is called k-factor and this number describes how many new (and free) installs will one paid user from marketing bring into your app. Therefore, if you can expect one viral install from two users from marketing, your k-factor is 0.5. Beware and don’t mistake “natural” app installs (like App Store search results) with your viral installs (like invites from user to user).

If you find this article interesting, don’t forget to like it and share with your friends. If you have any questions, feel free to ask in the comment section below.

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Mobile App Marketing Digest #1

In the last few months I met very interesting people from the mobile app marketing world. I’ve been talking to guys from Rovio, Facebook, Google or Distimo and we shared some great insights about the industry, case studies and thoughts. There is always some portion of information I would like to share with my readers, however many times it lacks consistency because of really wide range of topics.

Therefore I decided to start this Mobile App Marketing Digest with goal of gathering interesting insights with no particular order or connection. Just a random flow of thoughts on different topics. Enjoy.

Amazon has almost 40% share among Android tablets in US.Amazon is monetizing 3-4 times better than Google Play.Based on surveys, people consider ads in freemium apps normal and natural. Ads no longer bother them, however they also expect to get rid of them as soon as they made their first in-app purchase.There is a huge monetization gap between iPhone 5C and 5S users.67% of apps featured by Apple are older than 3 months. So basically your chances to being featured are lower with a new mobile app.56% of featured apps on App Store are games, 49% are free apps.51% of featured apps never even reach the TOP 400 grossing chart on App Store.First three featured apps (those immediately visible on iPhone screen after launching the App Store application) get almost 50% revenue of all featured apps in all categories.Paid apps usually drop lower in grossing charts after the feature ends than they were before it began. Freemium apps end up higher since they are able to monetize users over time.Average revenue for a brand new featured app is $28000 for the time it stays featured. However, this number says nothing regarding huge disproportions in monetization of featured apps.Another survey says that if a person has 5 minutes free, he or she usually interacts with social networks on their phone. However, if the spare time is 30 minutes, most people chose games over any other activity on their mobile phone.Strong brand is really crucial factor for game discovery in Asia. Only 20% of users in China ever installed a game from a developer they never heard about before.
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