Mobile App Monetization - Daily Report

Fundamentals of Monetization Design by Marcel Zons - Link

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"Monetization shouldn’t be an afterthought in game development – only to be added and considered at the end. On the contrary, the topic should be incorporated and planned as early as possible, since it is a fundamental part of overall game design. If the concepts for the first features and the overall vision for the game are tangible, then the developer should ask himself the following questions: at what point can monetization be useful? And, is the degree of monetization expected sufficient?

If you are not satisfied with the answers, don’t hesitate to change parts of the game to fit your monetization needs. Individual features and game mechanics shouldn’t subordinate this topic but be equal to gameplay."

5 Myths About App Store Optimization by Neil Patel - Link

"Apps are a big business. Really big. App sales are a $25 billion industry, as reported by WSJ. This doesn’t account for the broader revenue generated by other industries that are part of the app economy. VisionMobile estimates that the global app economy will be soaring at $143 billion by 2016. With growth rates at or exceeding 30%, the app industry is one hot area right now.

Plus, it’s growing. App creation and purchasing is on the rise."

Gentlemen! Or, how our most successful game is also our least profitable by Yann Seznec - Link

"Without a doubt, Gentlemen! was one of the best-reviewed projects we have ever produced. We received a coveted 8/10 on Edge, 4.5 stars on Touch Arcade, and a 9/10 Gold Award on PocketGamer. This was totally brilliant, and we are so proud. It’s interesting to think about why we got such great reviews. Obviously it’s a game that we’re super proud of, and we think it’s amazing, but that’s not always enough to secure great critical acclaim.

At one point, during the development process, we were planning to make a single player mode in the game. We got as far as mocking up some concepts and even designing a few challenge levels before deciding that it wasn’t a good idea. Gentlemen! was designed from the very first prototype to be a local multiplayer game - the gravity flipping, the level layout, it was all created with two players in mind. Any single player mode would have been superfluous and probably not very fun"

Psychological Tactics in Games: A Deck Full of Examples! by Dori Adar - Link

6 Overlooked Components of App Store Optimization - Link 6 Overlooked Components of App Store Optimization

The Ultimate App Launch Checklist You Must Complete Before Going Live by Jason Coutsodimitropoulos - Link

"Launch day is nearly here, and you’re probably freaking out.

There is so much to do right before your app goes live on the app store and it can be overwhelming.

To avoid that nagging feeling of ‘I know I’ve forgotten something…’ I’ve put together the ultimate app launch checklist, containing everything you need to get done before you launch to the public.

I’ve separated the checklist into 2 sections depending on your requirements, level of expertise and budget.

Basic contains tasks that every app developer should get done if they wish to release an engaging, high-performing app that delights its users
Advanced is for independent startups or businesses who will accept nothing less than an app that pulls big revenue, makes a lot of noise and grows ridiculously fast (and who aren’t afraid to throw a bit more money at it to see it happen!)
If you see anything on this list that you didn’t know you should be doing, or perhaps you’re a bit unsure how to execute it, I’ve included handy links to relevant articles in our library of over 200 blogs.

Let’s get stuck into this to do list!"

I am selling all my android apps! (not online at google play store anymore)
All apps are reskins. You will get All licenses for the source codes and audio and sound files.
All graphics are unique. You will get ALL rights for the graphics. (all graphics are really professional and high quality!)
Here you can see the games: https://www.dropbox.com/sh/6l0u1czcl...s3rOgv64a?dl=0
Are you interested ? - please send me a private message!
You can find demo versions of all games here:
https://www.dropbox.com/sh/8fgzc52fr...LxNkB_7Qa?dl=0

Games made for sharing: Social Game Design by Oscar Clark - Link

“Creating a social game has the potential to bring with it huge benefits such as increased installs, increased retention, and even retention through social factors. The following chart comes from our 2014 online survey of 3000 games players and shows how sharing behaviors can impact spending.”

Monetizing‬ upon unpredictability and variety of ‪rewards‬ by driving user behaviour! by me :)- Link

“The influence of unpredictability and variety of rewards can be seen in many aspects of a human’s every day life and can drive behaviour towards specific actions. This technique had been deeply studied in the early 50’s and was successfully applied in video games the years that followed, proving that it can also be a great drive of monetization for mobile games or apps if properly embedded in the initial game or app’s design.”

When Do Players Purchase in Mobile Games by Ankur Prasad- Link

“In-App Purchasing by Hour. We found out that regardless of a developer’s prior success, thriving in the competitive mobile gaming industry depends on engagement and retention—the benchmarks for mobile game success. Many devs put the cart before the horse—or, rather, the monetization strategy before the engagement strategy. As with any new user, retaining and engaging them is crucial to any monetization efforts. We discovered that by day seven (D7), 80 percent of users who install a game will not launch it again. However, the 20 percent of users that stick around in a game can mean a great deal to devs. The chart below visualizes IAP behavior by hour.”

The In-App Purchase Inspector: Boom Beach storms onto the scene by Matthew Diener - Link

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"Diamonds can also be found readily enough during this early game, hidden in the overworld map or earned as rewards for achievements, which adds to the temptation to spend them freely as seem like a plentiful resource.

But after a certain point - in my experience, around Headquarters Level 5/XP Level 10 - Diamonds become much harder to come by organically.

Unsurprisingly, this is exactly when you’ll really want Diamonds to start speeding up progress around your base upgrades begin to tick over from 20 - 45 minutes to 1 - 5 hours or even longer.

Adding to the pressure to spend is the fact that Boom Beach only allows players to have a single structure or building upgrade going at a time.

This is a far cry from Clash of Clans with its multiple builders, and while some might see this as an unwelcome bottleneck to base building, it does make it easier to wrap one’s head around base upgrades."

50 Mobile App Development Tips For Acquisition, Retention, and Everything in Between by Nelson Wang - Link

"As of July 2015, there are over 1.5 million apps in the App Store and 1.6 million apps in the Google Play Store.

It’s more important than ever to stand out from the crowd. To be talked about. To be remarkable. The question is: How do you develop a mobile app that is so valuable that people use it every month? Every week? Or better yet – every day?

Over the last few years, I’ve built 13 mobile apps — 4 of which have hit the Top 100 in the Entertainment, Lifestyle and Business categories — and have worked with leading apps in industries such as technology, transportation, travel, e-commerce, retail and more.

Along the way, I’ve taken copious notes on what makes great apps stand out from the crowd and secure those coveted top spots. I consolidated this into a list of tips to help developers, mobile product managers and marketers develop mobile apps that can launch into the stratosphere."

Family guy the quest-for stuff and the desire to spend $430 by Matthew Diener - Link

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"The first point in favour of the in-app purchases in Family Guy: The Quest for Stuff is that they’re all, for the most part, openly branded. If you pay for an item or building, it will be something you recognise from the show

The second point in their favour is that they are all persistent, despite the consumable nature of the currency required to purchase them."

Why in game ads - native, video and brands - will unlock the next wave of F2P monetization by Jon Jordan - Link

"For most of the existence of the mobile games industry, advertising has been if not frowned upon, then dismissed as being low value and poor in terms of user experience.

Now, however, incentivised video advertising appears to be hitting the sweetspot, both in terms of value for player and revenue for developer - cf the $3 million generated by indie favourite Crossy Road.

So, the question we asked our Monetizer Mavens was:

Do you think F2P developers and designers need to think more seriously about how to integrate adverts within their games’ user experience flow, or will the top games always just be about IAPs?"

The Motivating Factors behind Downloading an App - Link

"You might think it’s you or your boss who is the ultimate decision-maker when it comes to your app company and its success. But, ultimately, it’s your users! Each of your app’s users made the important decision to download your app out of the millions of other apps in the store, and they will decide whether or not to continue using it regularly.

Even once an app is downloaded, smartphone users open very few of their downloaded apps, spending a stunning 96 percent of their total app time in their personal top 10 apps."

5 in-app messaging best practises for increasing user engagement by Alon Even- Link

“How do I keep my users hooked? That’s a question most app entrepreneurs have to grapple with at one time or the other in the marketing timeline. Purposeful user engagement is a great way to build loyalty, increase trust and boost conversions. Today, strategic app marketers are using in-app messages to cultivate increased engagement.”

January is the Black Friday for Apps - Link

thanks for the link on 50 mobile app development tips - looks very thorough

Decoding Monetization Methods For Dating Apps - Link

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Five Design Strategies for Effective Midcore Monetization by Peter Knudson - Link

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"The mobile gaming market has options for every type of player – casual, casino, mid-core, hard core, puzzle lovers; the list goes on. Yet, the strategy a developer takes regarding their business model and monetization mechanics differ greatly across genres and the particular player demographic the game is targeting.

When building a free-to-play game targeted toward midcore gamers, it is important to note the differences between casual and midcore audiences. Midcore players often are very experienced gamers – most likely having played first on console or PC. They are skeptical of free to play games at first, but can become one of the most engaged and highest spending player bases on mobile if respected. Carefully consider the following design principles when building a midcore game."