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Mobile Zeitgeist Special on Mobile Marketing

The most excellent German-language blog on all things mobile, Mobile Zeitgeist, has recently published one of its MZ Specials on mobile marketing and advertising. Besides yours truly contributing (pp. 11 et seq.) it is a thoroughly good read.

Go here to download your copy!

Carnival of the Mobilists # 214

This one needs to be short since GDC is now upon us but this week’s edition of the Carnival of the Mobilists, which is hosted by Andy Favell over at MobiThinking, is just too packed with goodies to let this slip.

The carnival covers everything from eBook publishing to mHealth, mobile banking (and, separately, micropayments), a ton on mobile marketing, app development, Flash or no Flash on Apple (answer: no) and much, much more.

The carnival is hosted over here, so go read, whilst I will try to survive the conference jungle… 😉

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… 😉

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. 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 Premier Awards / Barcelona 2010

On 15 February, one of the most exciting showcases of mobile innovation of the year will be on display in Barcelona: the Mobile Premier Awards in Innovation. The awards are the largest start-up competition in the mobile sector and they are a unique grass-roots discovery tool: each chapter of the global community of Mobile Monday chooses one candidate. 49 candidates have been chosen (have a look further down). An international jury (I am flattered and proud to be a member) selects 20 finalists who will pitch in Barcelona at the Palau de la Musica on the afternoon of the first day of the Mobile World Congress.

It is a wonderful display of the innovation and creative power the mobile industry has to offer and I invite you to have a good look at the candidates.

If you are in Barcelona that week (and who isn’t?), you should make sure to book your ticket for the event here.

I hope to see you in Barcelona to celebrate innovation in mobile!

To stay in touch with everything around the awards, follow them on Twitter (@mobilepremier), become a fan on Facbook,

And, once your in Barcelona, you should not miss Mobile Sunday Barcelona 2010, which has fast become an unofficial kick-off event to MWC for mobile bloggers. It is on on Sunday, 14 Feb, from 7pm CET onwards.

Here’s a list of the 49 candidates (with links here):

Carnival of the Mobilists # 207

A fresh new year with the conference and rumour seasons already in full swing, 2010 promises to becoming an exciting one for all things mobile. So let’s be kicking off another Carnival of the Mobilists (it is carnival season, too, after all). What do we have this week?

Russell Buckley looks at the benefits but also disadvantages of a retail experience online, on mobile and on the high street. He looks at this from the perspective of search vs discovery and, alas, the mobile being, well, mobile, he predicts some impact. Suffice to say, it involves the renaissance of the (much beloved by me) local bookstore! Russell’s post is here.

Mark Jaffe has an almost lyrical contribution musing about “monetizing passion” (and he is quick to point out that, despite the closeness to that other show in Las Vegas last week, he is not talking about adult entertainment). It is an intriguing angle on a well-covered topic: he basically posits that the ability to digitally provide the immediacy of satisfying passion presents one of the greatest marketing opportunities around. I concur! His post is here.

WIP Jam contributes a very insightful guest post by Informa Principal Analyst Malik Saadi who suggests that the fragmented smartphonosphere (great word!) and resultant increasing costs of native development will provide a lever for the mobile web, and he reasons it well! He reckons that the low latency of next-generation networks (LTE et al) will make the web the new ubiquitous platform for app development. If the battery life of the devices holds up, I might add… Malik’s post is here.

The good folks at mobiThinking have a great overview of available mobile metrics reports from the various ad networks, and all of them in one place. A fantastic resource! Their write-up is here.

And, finally, Aviv Revach looks forward to the Mobile World Congress and the second most important thing (after actually finding a place to sit down for your meetings) and is assembling a compilation of networking events (and, well, yes, parties) in Barcelona. Make sure to check in on his post (which he will update) here.

Which concludes this week’s Carnival. Now get back to your work and if you are attending the Mobile Games Forum or the conference that starts the mobile build-up to this summer’s FIFA World Cup, namely M-Football (both in London), make sure to connect; I’ll be at both.

Image credit: http://cbertel.files.wordpress.com/2009/02/carnival-masks-2.jpg

Licensing & Open Source / Presentation

Here’s the presentation I gave at Droidcon in Berlin. It is also available here on Slideshare.

Unfortunately, Slideshare omitted the beautiful font I used (Chalkduster). Sorry… 😉

Update: a version with the original font is now available here (I finally figured out that it would preserve it when saved as a PDF. Doh!)

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