Tag: app store Page 3 of 10

Has Android Got Game?

According to a recent report, Android has zoomed past Apple in US smartphone OS share, taking the #2 spot with 28% behind Blackberry (36%) but now ahead of Apple iPhone OS with 21% (and, yes, I know that Apple somewhat lamely queried the accuracy of this). Be it as it is, Android is growing (and we all knew that, did we not?). According to Google’s CEO, Eric Schmidt, the company now sees 65,000 new phones being activated per day; this equates to a run rate of 23.7m for the year.

This is good news for handset manufacturers like HTC, Motorola and Samsung (all of who are shipping successful Android devices) as well as Google (which is fairly tightly embedded in the whole thing) but does it also reflect on the wider ecosystem of developers producing applications and services for the platform?

The main points that are usually mentioned are:

  • Low overall numbers: Digital Chocolate’s CEO Trip Hawkins moaned the company sold less than 5,000 units of its hit game “Tower Bloxx” on Android Market, which was indicative for the lack of uptake. If that is so overall, may remain to be seen. I beg to take into a account that Android as a platform is fairly new and the overall install base is still smaller than its competitors.
  • High price-sensitivity: according to an AdMob survey in January 2010, 12.6% of Android apps are paid vs. 20.4% on iPhone OS; the same survey revealed however that the average monthly spend was actually similar on Android ($8.36) and iPhone ($8.18) though higher on iPod Touch, which runs the iPhone OS, too ($11.39).
  • Return policy: Google allows users to return an app for a full refund within 24 hours of purchase. This is seen particularly onerous for games (a lot of which can be played start to finish inside that time frame).
  • Discovery: developers feel Google fell well short of Apple on this one. There is no possibility to discover apps from outside a mobile device (i.e. no iTunes) and Google has not really done anything in terms of marketing either (very much unlike Apple).
  • Ease of purchase: I would like to add ease of use of the buying process. Registration with Google Checkout is a far, far cry from setting up an iTunes account. This will very likely change very, very soon as Google will add carrier-billing now that it decided to move distribution of its branded Google Nexus One from D2C web-only distribution to the usual carrier model.

So what about it? Let us not forget how young Android is – even compared to the adolescent iPhone. The platform launched from an install-base of zero some 18 months ago, with the HTC G1 being the only device out there – and available through a single US carrier, T-Mobile (with a market share around 12%). Whilst I do not want to take anything away from Apple’s superior accomplishments with the iPhone, the growth of Android is not too shabby either! And with a plethora of manufacturers deploying Android-based handsets now (cf. the growth numbers above), Android is likely to be powering into the fore even more (irrespective of whether or not the above stats on it overtaking iPhone OS in the US already being true).

Price-sensitivity is not actually as bad as people think: the aforementioned AdMob survey shows nigh identical average spending patterns. Personal impressions may again be hampered with by early experiences: be reminded that, initially, there were only free apps out there. They will surely still be hanging around, but will they also for much longer?

Apple has always been extremely scrupulous on approval of applications on its platform. And whilst this may now be held against it every now and then (e.g. in the case of nipples or Pulitzer-price-winning political cartoons), it has helped it to uphold a fairly high standard of quality, which Android was lacking (initially) and which even led to “crap-filter” apps. One can however safely assume that this will change once the market size improves: Apple’s margins might be superior to everyone else in the world but that does not mean that the margins game developers can achieve with it are the same. With Android OS primed to expand at a much faster pace, the numbers will clearly speak for it, and – I would posit – that will bring more and more quality to the store, with the fads sinking fast.

Also, do not forget the big brands: they do not necessarily care for a small share of the audience only. Whilst Android was fledgling and just starting up, they may have held back but, ultimately, they are about reach, and Android is certainly bound to deliver that. I would therefore suggest that we will be seeing an influx of large brands (gaming and otherwise) onto the Android platform very soon, and this will also help user orientation as to what to go for and what not.

The discovery of apps will also be helped by the more open nature of Android. There have been a number of announcement for curated stores by carriers (e.g. Vodafone, Orange, Verizon Wireless, Sprint, etc.), and these will certainly not be allowing a free for all! Besides that, the app store model does per se pose some challenges on developers: the more successful a platform (and/or store) is, the harder it is to be discovered. One might need to look for other solutions in that respect…

The billing side of things is bound to improve, too. With carrier-billing around the corner (cf. supra), this will get easier and better. And also easier and better than it is on the iPhone: charges will simply appear on your carrier bill (smart pipe anyone?). Besides that, the business models for games are undergoing significant changes anyhow: Freemium takes centre-stage, and so it should: the model allows people to try a game out and be charged for it only when they know that a) they like it, b) what they are being charged for (e.g. that coveted sword, a couple of precious lives, or that cool background theme).

Remains the return policy. I have been raising this with Google, and it must be pointed out that similar things exist on the iPhone (they’re just “better” hidden). So besides the obvious (Google’s good intentions came back to haunt them), it is also time to think of new business models (cf. Freemium). It is not something constrained to Android: transparency requires you to deliver value. If you do, there are good and transparent means to monetize that value; and users will follow.

So, yes, there is game in Android. If you don’t believe it now, just wait for it! πŸ˜‰

Carnival of the Mobilists # 222

Here it is, the May Bank Holiday edition of the Carnival of the Mobilists. For those not in the know: it is a weekly write-up of the best and brightest in the world of mobile-(related) blogging and is being hosted each week on another blog; this week it’s me… πŸ˜‰ The easiest way to follow the Carnival every week is to subscribe to the Twitter stream of the formidable Peggy Anne Salz.

So here’s what this week has in stock for you:

James Coops from Mobyaffiliates provides us with an excellent overview of mobile affiliate networks, a fairly fresh approach to carry the multi-billion dollar online equivalent to mobile.

Jay Ehret asks the question that normally costs a round, namely “Is it the Year of Mobile yet?“. And he has a refreshingly clear look at it: a) it is impossible to throw all of the various mobile marketing things (SMS, mobile web, LBS, mobile wallets, m-commerce, etc) into one bucket, and right he is!, b) he reckons that it is certainly time for mobile now since low entry barriers and cost basically make it a ride you cannot lose.

Dr Jim Taylor delights us by adding a few more acronyms to the mix: NEI is the new TMI. The “I” stands for information and Jim looks how the wealth of available information and the way people handle it may reflect upon larger sociological developments. Very thoughtful stuff!

Ajit Jaokar from the OpenGardensBlog looks at the decline of fixed line and wonders if we’re all erring, namely because the wires are needed to take the data load off (hyper-)broadband mobile networks. He then wonders if one shouldn’t think mobile and fixed-line as one and design accordingly.

Peggy Anne Salz points us to a podcast on app store marketing. With nigh on 70 app stores and gazillions of apps, discovery, marketing and sustained usage are issues central to the distribution (and revenue!) strategy of every app developer (I for one certainly bookmarked it).

Tego Interactive’s Alfred de Rose queries whether Apple needs an iPhone in the enterprise (he thinks it doesn’t, and his arguments are very noteworthy!).

And, finally, Rudy de Waele announced the next edition of the wonderful event that is Mobile 2.0 Europe, which will take place in beautiful Barcelona – and not in rainy February either but on 17 June. Book your tickets here. Next to it, there will be the AppCircus, a unique traveling showcase of the most creative and innovative apps presented by their creators at top events around the world.

And that’ll conclude this week’s carnival. Make sure to clue yourself up, read, listen, ponder, share and discuss!

Next week’s edition will be hosted by James Coops at his MJelly Blog.

Apple turns to Facebook to sort through App Store

Apple has released an App Store Facebook app (which was aptly tagged with: “there’s a Facebook app for that”). This is a nifty move as it allows Apple a canvas from where to make discovery of apps as well as features and promotions somewhat easier.

It is noteworthy though that Apple leaves its trusty closed environment (comprised of Apple hardware, iTunes at large and the App Store) to turn to another platform for help in resolving the increasing discovery dilemma. The (Facebook) app racked up over 85,000 in a few days already, which is already 10x the number the good folks of MPlayIt managed to assemble for their iPhone Arcade, which does similar things (and, yes, I am sure they won’t be too happy).

It also highlights the increasing shift towards social discovery, and Facebook is – in my opinion (but then, and this is a disclaimer, given the work I do with Scoreloop, what do you expect?) only a first (albeit good) step: people care about what their friends say, play, do, recommend. And it is this community you need to unlock to get closer to access the social graph in ways that are meaningful to the single person. Where better to do it than from within a game or app though? πŸ˜‰

But until then: good move, Apple!

Orange UK on Gaming Offensive

The UK arm of Orange, the France Telecom-owned operator that is merging with T-Mobile’s UK bit, today offered a lot of news on the mobile games side. They made an announcement on the introduction of not less than 3 different gaming services that they will be launching over the next couple of weeks:

  1. Playtomo is a social gaming service to be used within the users’ social networks (e.g. Facebook; no others were mentioned). Users can download the app (?) from Orange’s portal and then share scores etc on the social network of choice. It sounds a little like a “posh Facebook Connect” solution (and this is not meant derogatory at all!). Friends can be invited from any UK network operator.
  2. Games Zone is a subscription-service where “just” Β£5 per month buy you two games and a 20% discount on all others. It also offers “exclusive competitions”.
  3. The third offering is a little unclear to me: Orange will launch the aptly called “Orange iPhone Games” offering, which will feature games that are “designed specifically or published by Orange for iPhone customers”. They say it will include a variety of game genres as well as the aforementioned Playtomo. Now, this one, I am not sure about… Orange clearly looks to bolstering their brand (or, perhaps, use their brand as a lever to lift otherwise unbranded games into the limelight) but this seems like a tough proposition. It is an interesting one, too, though as it would seem the first time an operator steps into the ring as a publisher amongst many. Watch this space…

The really uplifting thing about this is that Orange clearly recognises the significance of games to their overall offering and playful interaction is – as I have often pointed out – likely to be a driver for interaction between people in the mid- and long-term.

Finally: do you think this gives any hint as to which brand will survive the merger of the Orange and T-Mobile UK operations? πŸ˜‰

Mobile + Social: The Case for Games / Presentation

Here is the deck to the talk I gave at the Social Media World Forum (or rather its mobile track, which was called Mobile Social Media Europe) in London this week.

The joy (and cost) of Freemium

The term “Freemium” has been coined first a while ago by Union Square Ventures founder Fred Wilson and has been articulated further by Chris Anderson of Wired fame in his book “Free”. It has since attracted significant interest, last but not least because the concept seems to work… πŸ˜‰

Ngmoco goes Freemium

Yesterday, Ngmoco, one of the new world’s (scil. Apple App Store’s) giants announced it raised another chunk of money ($25m to be exact) and acquired Freeverse, an iPhone developer that recently announced it had sold (sic!) more than 5m games, which are, alas, not always free – in the contrary. Together with this, Ngmoco announced a push into the Freemium model. So there we are…

To recap: the company had released two titles so far under the Freemium model, namely Eliminate Pro and Touchpets. Both are rumoured to having done, well, OK in terms of revenue (although Ngmoco CEO Neil Young said they were clumsily made). They had previously acquired Miraphonic, makers of Epic Pet Wars and other games, and Neil wants to use the the combined forces of development power to push the Freemium model onto the iPhone properly. Good on him!

What is it about this Freemium?

The term describes games (or apps or services or whatever you can think of) that are initially free to use but use micro-transactions from within the game to monetise it. Eliminate Pro did this by selling Power Packs without which players needed to wait X hours before they could continue. Online, we have had other examples, e.g. Zynga’s Farmville where you can buy hard cash in order to immediately acquire items for which you would otherwise have to play hour after hour after hour. You get the gist… If interested, you should read Chris Anderson’s book since the underlying rationale does not only work in the little work of games.

The principle is simple and also compelling – from both the developer’s and the user’s side: the developer gets a shot at grabbing a multiple of eyeballs allowing for a multitude of chances to convince users that it is the real deal. Users get to look into the mystery bag before having to cough up hard cash. Win-win, you think.

And yes, it is: act honestly and transparently and you shall win over the hearts and minds of your users. IF your product is good and useful, the users will appreciate it, become fans (and maybe even fanatics) and will thus serve as your secondary sales force by recommending things to their friends who are much, much more likely to buy on the recommendation of their friends than from anyone else. What a wonderful idea.

Things to get right

There are two issues with this though, and it is important to get these right:

  1. Make sure to get the mechanics right. This does not work for any game or app or service. There must be some initial intrinsic and compelling value. Why would users otherwise use it? There must also be a good reason to buy. Why would users otherwise want to buy premium features? If you get it wrong (i.e. if too many users do not feel fairly treated), your users are gone. And what is the price of user acquisition? Yeah, you get it. It is MUCH more economical to treat users well; they will come back AND they will recommend you and your products.
  2. Make sure you get the balance right.Β Don’t be greedy, don’t be too tight. The aforementioned Eliminate Pro didn’t get the weighting right. The result was a) a couple of seriously upset users and b) sales that were not comparable to the top of the class (anecdotally, Eliminate Pro featured in the top-100 top-grossing list of Apple only very shortly). Remember that you need to deliver value; otherwise users – rightly – won’t feel properly treated but ripped off. And then? See above on customer acquisition costs.

The other side of balance is, however, that giving away too much will kill your business. And that is no good either.

Tools

There are tools to make your (the developer’s) life easier on this: create avenues of the players’ passion, make it easy for them to communicate their passion to their friends (which form the only community that truly matters to most of them) at a time when it is relevant to them, and you’re a big, big step closer to getting the principle right, which is to deliver value. Very, very few users will object to paying for value. But they will only do so (and in this fluid, transparent world more than ever) if the value is true and not some cheap glass pearls conceived to deceive.

Challenges, rewards, and incentives etc have shown to be powerful tools to spurn user activity. If you deliver value, there will not be hard feelings. If you want to learn more about available tools, get in touch…

The Power of Fanatics

74% of users buy things based on recommendations of friends. That is an astonishingly high number. If you manage to convert simple players into fanatics, you turn them into ambassadors and then you just need to do the maths: if the average iPhone user has 100 friends, you have a potential 74 sales (or free downloads with subsequent monetisation) per initial user. Woah!

Most importantly though: this approach does not alienate users. Why not? Because you delivered value. Deliver value and users will appreciate that (just ask Tony Hsieh, he just sold his company for $887.9m; he sells happiness, he says!).

Cartoon Credit: http://www.gapingvoid.com/thisbusinessmodel876-thumb.jpg

Mobile Games are Mainstream!

We said it before: mobile is the biggest mass medium on the planet, and now game developers (and not only the sometime masochists that have been there for years) flog to it. According to a fairly large survey by GDR (which can be yours for too many dollars to count and has been reported about here) among 800 developers, a quarter of them are now making games for mobile phones with most of them (namely 75%) – surprise, surprise – choosing the iPhone as their platform of launch. This is doubling last year’s figures (apparently).

The iPhone and its non-phone sibling, iPod Touch (and you have been reading that a year ago here, here and here) are proving a more attractive launchpad onto portable gaming platforms than dedicated gaming systems like the Nintendo DS and Sony PSP.

The reasons will be the same as they were a year ago: a platform that is relatively easy to work to and a simple distribution model. With the number of downloads Apple continues to pile up, it is no wonder that developers from “traditional” platforms (PC downloadable, online, etc) are attracted to that. They will also be less scared of the marketing challenges since they had had to market their games in the whole wide oceans of the Internet previously (i.e. there were no carrier safe havens with feature slots). Whilst this does not mean that every traditional developer’s games will be successful on the app store, the threshold to enter is lower.

It will be interesting to see if the wave will roll further into other “smarter” platforms, including Android, Windows Mobile (see the latest rumours for WinME 7, including full Xbox Live gaming implementation here), Symbian Maemo and Blackberry. With the device numbers clearly speaking in favour of that, platforms becoming more accessible and, last but not least, with easier paths to the users via OEM app stores, this is to be expected. Good times for mobile gamers!

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