April 20, 2011

App Monetisation Secrets (Part IV)

By Romulo “Je” Alipio, Executive Producer, Games

Try & Buy, Virtual Goods, Mobile Ads, Mobile Rewards, Service Subscriptions, Upgrades & Updates, Cross-selling, Mix & Match . . . the number of revenue strategies has blossomed along with the market for mobile apps.

Which strategy works best? Which is the most lucrative?

I can't answer that . . . because there is no single monetisation strategy that will work across markets. You really have to do your research. And it's extremely important to have a business model in mind from Day 1. Waiting until a new app is finished before sorting this out is a sure way to lose money.

Don't despair, though. While it's particularly difficult to build a game that will be successful in both developing and developed markets, I think there are three inter-related key variables for developers to keep in mind as they create games and take them to market.

April 19, 2011

The BuzzCity Report (Vol 1 Issue 2)


The BuzzCity Report for the first quarter of 2011,  as before, includes detailed statistics and analytics, which maps the trends and forces that are shaping the mobile internet advertising. 

In this latest edition we report on:-
  1. The number of ads served on our network increased 38% globally over the past three months, to 23.2 billion ad impressions.  This means more reach for advertisers and opportunities in new markets for content developers. By the end of March 2011, our network served more than 9 billion ads per month.
  2. Countries that stand out this quarter include Spain (225% increase) and the USA (+72%). Others that have continued strong existing growth trends include Egypt (+144%), China (+130%), Mexico (+93%), South Korea (+92%), Thailand (+92%) and Turkey (+82%).
  3. The continued consumer demand for mobile content, 
  4. The most successful tactics currently used to promote apps (essential reading for all developers), 
  5. How the live music industry is responding to the challenges and opportunities presented by the mobile internet .
Click here to download the report.

April 06, 2011

App Monetisation Secrets (Part III) : 2007 - 2011

By Romulo “Je” Alipio, Executive Producer, Games

Apple's introduction of the App Store in 2007 revolutionised the mobile industry. Games and application developers were freed from the shackles of phone manufacturers and carrier portals. They could sell directly to consumers and in multiple markets. Development cycles shortened, go-to-market strategies were refined. But the iPhone platform only represents three percent of the global market and all the hype led even more developers to try their luck, making it harder and harder for a single app to stand out (and be profitable).

Faced with yet another crossroads, developers innovated and found a new business model: freemium, a mix of free content and premium paid services.

There are at least half-a-dozen freemium models. Each offers a potential solution to the issue of distribution and profitability. The techniques can be used anywhere – websites, wapsites, OEMs, on-deck portals, indie store fronts like Djuzz and even via email. But of course there are also pitfalls. Today, join me, as I try to make sense out of Try & Buy, Mobile Ads, Virtual Goods and more.

April 04, 2011

App Monetisation Secrets (Part 2)

By Romulo “Je” Alipio, Executive Producer, Games

At the turn of the millennium (which sounds very cool to say, but was really just a little over a decade ago), app developer houses were popping up all over the place. 
Large developers made money by selling content directly to phone manufacturers like Nokia.  Sometimes they received one-off payments, but more often revenue sharing was the preferred model.  Garage developers, meanwhile, struck deals with bigger companies, which could bundle their content for sale to the Nokias and Ericcsons.

But as the number of development houses mushroomed, margins became smaller and smaller and it just became too difficult to turn a profit. Pay-per-download seemed the way to go, but like the other models, this revenue stream was highly dependent on the carriers, which created a number of problems for developers.