App Monetization Strategies

Monetization is probably the main point of publishing an app in the App Store – for majority of app publishers that is. But still, a lot of app monetization strategies don’t work as expected even with record numbers of active users or downloads.

 

In app monetization, it is important to have insights into user behaviour and their lifetime value (LTV). It is also important to have a balance between user acquisition and revenue generation since this go hand in hand. Some app monetization models require an investment in user acquisition before any profit can be expected.

 

There is no single app monetization model that fits for all apps; even with paid apps, there is much room for improvement and experimentation.  In this article, we’ll have a look at app monetization models and the inherent advantages and disadvantages that comes with implementation.

 

Premium Apps

Apps can be purchased in the Apple App Store from $0.99 to $999.99. Only about 6% of app revenue come from paid apps without any in-app purchases.

 

Advantages:

  • Every download has a definite ROI.
  • Competition among other paid apps is low but the market is initially small.
  • Users of premium apps tend to be more engaged and more likely to avail of an in-app purchase.
  • Developers can focus on improving the app rather than on experimenting on what freemium app monetization model to use.

Disadvantages:

  • A lot of users would rather download a similar free app that they can try out first.
  • Users would demand for the app to be of high quality and value. It could either deliver certain functionality or services, or it could be a high quality game with an excellent copy.
  • User acquisition is much more expensive.
  • The upfront payment is not an assurance of revenue since there is still the 30% cut from Apple. You need to reach a certain number of downloads before the app can be profitable.
  • Downloads are quite low (around 500 times a day for about 90% of paid apps).

 

Premium apps are not everyone’s cup of tea. Most developers offer a ‘lite’ version of their apps to entice (and intrigue) users into trying upgraded features that’s only available in the premium app. There’s also a balance between charging a small amount and the revenue it will generate. If you charge an app for $0.99, one thousand downloads would just be $990. If you charge $9.99, one thousand downloads would yield $9,990 but it would take longer before you can achieve that number of downloads since every increase in price tier causes a decrease in daily downloads.

 

Paymium

The paymium app monetization model can be considered a hybrid. It is premium meets freemium in-app purchases. Users are asked to pay upfront and within the app, in-app purchases are waiting to be bought. Paymium accounts for 4% of app revenue.

 

Advantages:

  • Revenue grows even after the app is bought.
  • Paymium is excellent for proprietary content and services.

Disadvantages:

  • You need to have a strong brand. You are basically pricing your brand by selling an app for a fee, much more when you are demanding users to pay again to access certain features. Only a few brands can successfully pull this off.
  • Users may not be keen on spending additional amount on an app they already paid for.

 

In-App Advertising

Users don’t need to spend a cent. You are paid by ad networks to place targeted ads of brands and other app publishers within your app. This is excellent if the type of app doesn’t suit the use of in-app purchases.

 

Advantages:

  • Ads commonly doesn’t disrupt user experience and only uses a small amount of screen space
  • Good way to collect user behaviour data.
  • Revenue from in-app ads are on the rise and can be quite lucrative. Within two years, revenue from in-app ads increased by 1.7 times. It is also estimated that by 2018, the mobile in-app ad spending of ten major countries (for mobile app revenue) would exceed their spending on online search ads.
  • The in-app ad model had matured with continual innovation and adaptation.

Disadvantages:

  • A lot of users find ads annoying and screen space hogs.
  • According to reports, lesser than 15 percent of publishers make $10,000 a month out of in-app ads.
  • In-app ad revenues vary depending on geographic location.

 

Sponsorships (Incentivized Advertising)

Reward wall is a common example. Users are offered rewards in exchange of watching an ad from a sponsor publisher (and downloading the advertised app) or completing other tasks. You get a percentage from every redeemed reward. How much you’ll get depends on the ad network.

 

Advantages:

  • This is a better advertisement strategy. Banner and interstitial ads can become quite intrusive. Here, it’s the user’s option to claim the reward or not.
  • The promise of a reward is quite enticing for users and it can become quite profitable especially if the app has a lot of highly engaged users.
  • You can also engage in incentivized install campaigns for your app to increase installs.

Disadvantages:

  • Apple may reject apps with incentivized ads since under its guidelines, it is prohibited to promote apps other than your own and offering in-app credits to users who watch videos of other apps.

 

Freemium

The freemium app monetization model offers a free app with “gated features” that need to be purchased in order to unlock. These features may include access to a level or items and tools that can aid in performing an in-app task. Majority of top gaming apps use this app monetization model.

 

Advantages:

  • This model is excellent in engaging users more in the app especially if the in-app items enable then to spend more time in the app.
  • It can be used in different app categories with much room for innovation.

Disadvantages:

  • Users may feel like they are being tricked if the gameplay/task is too difficult to achieve and the purchase of the in-app items seem to be the only solution to progress.
  • Users must have high engagement in the first place.
  • There’s a bad rap about the freemium model’s “misleading disclosure” about the app’s true cost.

 

Virtual Goods

In-app purchase is under the freemium app monetization model but some of the virtual goods for sale cannot be considered as “gated features”.  The goods are sold and used only within the app, and are mostly in the form of in-game currency or items for aesthetic purposes that aren’t really essential for the user to progress in the gameplay or task. In-app goods can either be consumable or non-consumable. There are different types and categories of in-app items that can be sold within an app.

 

Advantages:

  • The risk is low and the profits cannot be limited the way there is a limit on the number of ads you can show on your app.
  • It enriches and personalizes the user experience. A lot of users want to collect in-app items to decorate and use for their avatars. In-app items can also create a sense of mystery and keep the users interested especially when only a few items are revealed at each level of progression in the app.
  • This app monetization strategy is flexible and can be implemented in innovative ways which can also include affiliate programs.

Disadvantages:

  • In-app items can be slow to monetize since only the highly engaged users will have interest. You need to have a lot of “whales” in order to have a killing in the sales.
  • In-app items are included in the cut Apple gets from your revenue.
  • A lot of refunds can be requested since a lot of children are known to discriminately buy in-app items that according to EU officials are: ‘direct exhortations to children to buy items’.

 

Subscriptions (Paywalls)

This is similar to the usual “free trial” model where you get to use the product for free for a certain period of time and after that, you will be paying a recurring fee. A paywall model can also be used. Publishers have used paywalls even before the advent of apps. Readers are allowed to view a certain number of content per month; once they reach the limit, they are requested to sign up for subscription to continue viewing content.  This app monetization model is great to supplement ad sales (especially if it is declining).

 

Advantages:

  • There is a continual flow of revenue since subscriptions are more often auto-renew.
  • You are more likely to retain users in this app monetization model.
  • Users are given the opportunity to experience the app without any gated features.

Disadvantages:

  • Some users forget about the trial period and are therefore automatically charged the recurring fee without knowing it. They then consider this monetization strategy as a scheme to extort money from unwitting users.
  • The free trial model is a great bait for users but only a few percentage of these users end up buying or subscribing to the product.
  • This model is not applicable to most app categories.

Mobile Search and App Visibility

Does Mobile SERPs Matter for Apps?

The Significance of Mobile Search

Apps appear as “App Packs” in mobile search results. This type of result is triggered more often as more searches occur in mobile than on desktop. Mobile search is even attributed as the main method for discovering mobile content.  And with the emphasis on mobile-friendly content and app content deep linking capabilities on both Android and iOS, more apps will appear higher in the mobile SERPs – pushing organic mobile search results lower on the page.

 

Mobile App Indexing

Before, only the web content from an app’s official web page appear in search results. But now, indexed app content can appear as app packs or individual mobile search results (like in iOS devices). This is made possible through deep linking within apps. Google claims to have already indexed 100 billion app content links. App indexing was initially designed as an incentive for businesses with apps. It  offers functionality with implications on the app’s downloads and re-engagement.

 

With deep linking capabilities, Google can retrieve information from within the app and provide a link to the user. The user receives either a link that would redirect to the app (if the app is already on the user’s device) or the app’s download link. App listings certainly change both the SERPs environment and provide another opportunity for app discovery.

 

Google indexes both Android and iOS apps and just recently, iOS 9 Search was introduced. This mobile search capability has three APIs. The NSUserActivity object is used to index in-app activities and app states that users can return to as applicable in their search. The CoreSpotlight framework enables you to index app content (including user-generated content) and then manage this on-device edit. Then there is the Web Markup API. It links the app to related web content and ensures that search results from the app’s website content open using the app (if installed already).

 

Apple’s app indexing is different in a way that there is an effort to protect user privacy.  Apple provides a private indexing option. Device Index’ main function is to index content that is only accessible to a single user ID. Google has a generalized restriction. An XML file inclusion , noindex.xml in order to specify links and URIs to exclude in the index.

 

How Apps Rank in SERPs

But how can apps land a spot above the fold where it matters most? Ranking factors may differ between Google and Apple but a combination of ASO and traditional SEO practices are at play.

 

Ranking signals are different for apps. Google determines the authority of app deeplinks through the Firebase App Indexing API or SDK. The use of the app indexing API itself is a positive ranking signal. Google search also share several ranking signals with OS-specific app stores. This means that apps that rank high in specific search queries in the app store would also appear in a SERP App Pack for the same search queries.

 

SEO also plays a big role in app SERPs ranking. Google considers app metadata like title and description as title tags and on-page text. App titles with exact-match keywords are often in the first six results in the app pack. Keywords like “app” and “download” appear in Google search queries but not in play store queries. Keywords from user reviews also serve as ranking signals. These keywords are an accumulation of sentiments from users and somehow serve as a gauge for the app’s quality and reliability.

 

App rating is also a strong ranking signal. The minimum star rating of apps in app packs is 3.5. Google sometimes places the app pack at the bottom of the mobile SERPs or in the middle of organic results. The latter happens if there are only a handful of apps in the pack or if the app’s ranking is low. On the other hand, apps with high star ratings can overtake other apps with exact-match keywords in their titles.

 

Ranking factors for Apple search is a different matter but the basic framework is the same.

Ranking Signals for Apple Search:

  • Apps already installed in the device rank higher.
  • The authority of the associated web URL.
  • Click-through rate of the specific search result.
  • Structured data implementation.
  • App screen engagement as determined by session analytics.
  • The rate of user engagement.
  • Association of screens to either a single user ID or URL of different indexing methods

 

There are also factors that can negatively affect the app’s ranking:

  • Over indexing.
  • Low engagement of indexed app screens.
  • Keyword stuffing, especially if the keywords are irrelevant to the indexed content.
  • High bounce rate.
  • Interstitial ads that may prevent the direct access of content.
app-interface-design

App Reskinning: What to do with an Existing App Interface Design

App reskinning is considered as a quick-fix solution to the drudgery that is mobile app development. All you need to do is just slightly change the graphic elements, the sound, and music, a little tweaking in for the monetization models and that’s everything, right? No sweat at all. But with all its advantages, there are also inherent disadvantages in app reskinning (some of whom are mentioned in this post). These disadvantages can limit the effectiveness the reskinning process. So what of the app interface? Would an existing app interface limit creative customizations?

Common Issues with App Interface in App Reskinning

So here’s the deal with app interface: it’s part of the backbone of the reskin so it needs to be strong in the first place. When selecting a source code or app template to reskin you should watch out for these issues:

  1. You can’t see what you get. One disadvantage of buying a source code to reskin is not knowing how the individual screens look and if the screen flow create quality user experience. On the flip side, most of these source codes come from apps that are still up and running in the app store. You can just install the app and have a ‘feel’ of the screen flow and the app interface’s layout. Observe anything that needs improvement.
  2. Trends come and go. The app template that you plan to reskin may be using outdated design trends. Some designers often emulate the design of popular apps to ride in the trend but when it’s time to put the app template up for sale, the trend is already stale.
  3. Usability is not equal to ease of use. Some apps earn the label “user-friendly”. This is somehow deceiving since task completion is the only measure in us to gauge effectiveness. There aren’t any consideration to factors that aid in ease of use. A task may be important enough for the user that he/she would try to accomplish it even through stumbling blocks in the app interface but it doesn’t mean that it would be true for all tasks, especially when it comes to navigation.
  4. Very simple UI that it’s stupid. The general mantra of UX design is KISS (Keep It Simple, Stupid). This is all good since simplicity often equates easy understanding which then leads to ease of use but there are instances when the app’s design is so simple and straightforward that it looks like you are underestimating (unintentionally of course) your prospective user’s capability to think beyond the surface. Buttons should be intuitive and not redundant. Walkthroughs and tutorial modes should not interfere the normal flow of gameplay and should only appear as per the user’s request. App users, especially those of game apps are up for the challenge of more complex interfaces. For some cultures and subcultures, it’s somehow a rite of passage -that just being in the know separates you from mere mortals. This is why the same UX and UI design will not work for different target markets.

 

Reskinning a User Interface Design Template

App skins make an app an almost unrecognizable incarnation of its old self or it could make it look like a lazy knockoff done by the dozen in sweatshops. But the question still lies: would you retain a UI’s original elements or would you make it something else entirely? Here are some things that you can do to solve this dilemma:

  1. Make the user experience memorable. We humans, make impressions based on the emotions that an experience evokes. These emotions would immediately be called upon the moment we see a reminder of that event. It’s like when a brightly-colored window suddenly popped up in the middle of an exciting game or a dialog box telling that you did awesome and you should share your achievement with your friends. Bring to mind your experience as an app user; what was your first impression of the app? Does the familiarity of the app interface make you feel at ease? Does the presentation of the app’s features and functionality kept you hooked? Is the app design working because they arrange the things this way or because of the overall aesthetic appeal? A lot of apps have memorable UI and UX elements, most of them for the wrong reasons.
  2. Flat app interface design for fast loading times. Flat designs are minimalist and mostly focus on the iconic value rather on the overall aesthetics. Without the drop shadows, textures and gradients, your app will load faster. Also, adopting concepts from Google’s material design would make the colors and shapes of design elements intentional, focused and organized. The design itself serves as a guide for users as it draws out defined hierarchies almost effortlessly.
  3. Don’t change navigational elements too much or any UI elements for that matter. The key is to make navigational elements as familiar as possible. You can change the colors or shape of the navigational tools but it should still be distinguishable. You can also tweak the layout of these elements
  4. Buttons can be at the same place but should not look the same as the original. This is something that stands out with most reskins. Some buttons and other graphic elements are sold as kits or bundled with templates. These graphic elements are usually customizable to better fit the reskin’s overall aesthetic.
  5. Elements should have cohesion and consistency. As mentioned above, you can customize UI elements. But it’s better if the same people working on the other graphic elements also work on the UI elements.
  6. Create adaptive UI elements. As a rule of thumb, create graphic elements with three screen sizes in mind.
Mobile App Analytics Tools and Resources

Mobile App Analytics Tools

App analytics is a flourishing industry, so much so that app analytics tools had sprouted left and right. Just like in discovering apps, developers may go for the default tool or seek for something that would cater to their niche of needs. More often than not, it’s a ‘you win some, you lose some’ scenario: no tool can just have it all at the same time and the way you want it. But as the app industry is evolving, so are the services catering to every aspect of this evolution. Discover trusted and new app analytics tools that can help in your app’s growth and success.

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The Evolution of App Reskins: From Spam to App Store Asset

January last year, some tech news outlets ran an article about a man who spammed the App Store for fun – and made $50 grow to $6,000 after just a few months! He became somewhat a phenomenon, a symbol of everything that is going wrong with the app industry (well, maybe not all). The said man, Gabriel Machuret is an expert in ASO (App Store Optimization). He exploited his knowledge of the App Store’s search algorithm in order to shell in cash from his mass-produced reskins. His principle was simple, if you produce low-quality apps and launch it at the fastest time possible, you’d make easy money just like that. Read More