iPhone AppStore Secrets - Pinch Media
- AppStore
Secrets’
 (What
We’ve
Learned
From
30,000,000
Downloads)
                       Greg
Yardley
                 Co‐Founder
&
CEO
               greg@pinchmedia.com
                   646‐330‐8540
  
- 30,000,000
Downloads?!
         (Actually,
it’s
a
fair
bit
more
than
that
by
now.)
  •  Since
AppStore
launch,
Pinch
Media
has
provided
    developers
with
an
analyUcs
library
to
monitor
app
usage
    –
unique
users,
sessions,
usage
Ume,
etc.
 •  Since
AppStore
launch
we’ve
also
been
collecUng
every
    bit
of
detail
possible
from
the
AppStore
–
rankings,
price
    changes,
you
name
it
–
and
tying
it
back
to
our
analyUcs.
 •  Our
stuff’s
in
a
few
hundred
applicaUons
right
now
–
it’s
    been
in
the
#1
free
and
paid
applicaUon
several
Umes
    each,
and
has
been
in
at
least
ten
of
the
top
100
free
    applicaUons
for
a
while
now.
 •  With
all
of
this
data,
you
learn
a
few
things.
  
- ApplicaUon
Rankings
          (How
does
the
AppStore
work,
anyway?)
  For
every
ranked
list
on
the
AppStore,
here’s
a
good
   rule
of
thumb:
                  24‐hour
             rolling
window
          of
units
downloaded
  (So
bunch
up
your
publicity.)
  
- What
do
you
get
by
appearing
on
a
list?
  •  Appearing
on
a
top
100
list
increases
daily
    new
users
by
an
average
of
2.3x.
 •  Greater
gains
result
from
appearing
in
the
top
    25
and
top
10
lists
–
more
variable,
but
oaen
    an
order
of
magnitude.
 •  However,
it’s
not
permanent.
Apple’s
    AppStore
is
structured
for
maximum
turnover.
  
- Case
Study
A:
Well‐Timed
Price
Cut
  
- Case
Study
B:
Not‐So‐Well
Timed
  
- Case
Study
C:
CounterproducUve?
  
- In
general…
 •  Don’t
mess
with
a
posiUve
download
trend.
 •  Decreasing
price
is
oaen
worthwhile.
 •  Aaer
you’ve
been
broadly
exposed,
    experiments
have
less
effect.
  The
average
price
cut
increased
demand
by
130%.
 The
average
price
increase
drops
demand
to
25%.
  
- What
do
I
need
to
get
on
a
list?
        For
free
applicaUons:
                      Top 25 Top 100 six months ago       10,000     1,000 three months ago     11,000     1,500 today                20,000     5,000       (Apple
had
a
big
Christmas!)
  
- Case
Study
D:
Happy
Holidays
  
- Do
I
have
a
community?
            (aka
‘How
much
is
my
app
used?’)
  •  So
you’ve
got
a
million
downloads
–
congrats!
    But
what
percentage
use
your
applicaUon
the
    next
day?
The
day
aaer?
 •  The
biggest
applicaUons
in
our
system
have
    +3MM
downloads
–
but
what
kind
of
acUve
    user
base
does
a
download
translate
into?
  
- Free
ApplicaHons
‐
Usage
Over
Time
                                 25.00%
 Users
Returning
(%
of
Day
0)
                                  20.00%
                                     15.00%
                                     10.00%
                                      5.00%
                                      0.00%
                                           1
   11
   21
   31
       41
   51
    61
     71
   81
   91
                                                                   Days
Since
First
Used
  
- Paid
ApplicaHons
‐
Usage
Over
Time
                                 35.0%
 Users
Returning
(%
of
Day
0)
                                   30.0%
                                    25.0%
                                    20.0%
                                    15.0%
                                    10.0%
                                     5.0%
                                     0.0%
                                          1
   11
   21
   31
      41
   51
    61
     71
   81
   91
                                                                  Age
Since
First
Used
  
- ApplicaHons
By
Category
‐
Usage
Over
Time
                                 30.0%
                                                                              Entertainment
 Users
Returning
(%
of
Day
0)
                                                                               Games
                                 25.0%
                                                                              Sports
                                                                              Lifestyle
                                 20.0%
                                                                              UUliUes
                                   15.0%
                                     10.0%
                                      5.0%
                                      0.0%
                                            1
                                            4
                                            7
                                               19
                                            25
                                           28
                                           31
                                            37
                                               49
                                            55
                                           58
                                           61
                                            67
                                               79
                                            85
                                           88
                                           91
                                            97
                                          100
                                           10
                                           13
                                           16
                                            22
                                               34
                                            40
                                           43
                                           46
                                            52
                                               64
                                            70
                                           73
                                           76
                                            82
                                               94
                                                     Days
Since
First
Use
  
- In
other
words…
 •  Users
stop
using
the
average
applicaUons
    prely
quickly.
Long‐term
audiences
are
    generally
1%
of
total
downloads.
 •  Paid
applicaUons
generally
retain
their
users
    longer
than
free
applicaUons,
although
the
    drop‐off
is
sUll
prely
steep.
 •  Sports
seems
beler
at
retaining
users
over
    the
short
term;
entertainment
at
retaining
    users
over
the
long
term.
  
- How
long
are
they
using
it?
 •  For
certain
applicaUons,
the
length
of
Ume
    users
use
the
applicaUon
is
important.
 •  Branded
applicaUons
care
deeply
about
    engagement.
 •  ApplicaUons
showing
ads
periodically
also
care
    about
session
length,
for
obvious
reasons.
 •  In
general,
every
second
the
app’s
open
is
a
    second
it
can
be
seen
by
or
recommended
to
    others.
  
- So
should
I
give
it
away
or
not?
 •  Anyone
browsing
the
top
free
applicaUons
    knows
that
adverUsing
is
an
opUon.
 •  The
biggest
player
is
AdMob,
but
Pinch
Media
    has
some
partnerships
with
ad
networks
that
    supply
some
of
these
ads.
 •  However…
I
used
to
be
much
more
    enthusiasUc
about
adverUsing
than
I
am
today.
    Here’s
why:
  
- Total
ApplicaHon
Runs
Since
First
Use
                          12
                              10
 Total
ApplicaHon
Runs
                               8
                               6
                               4
                               2
                               0
                                1
   11
    21
    31
      41
     51
    61
   71
   81
                                                    Days
Since
First
Use
  
- Average
‘free
vs.
paid’
raUos:
 •  for
total
unique
users:
                      7.5
to
1
 •  for
total
number
of
Umes
used:
                      6.6
to
1
 •  for
total
Ume
spent
using
the
applicaUon:
                      3.9
to
1
  
- ExtrapolaUng…
 •  Assume
free
applicaUons
are
run,
at
most,
a
    dozen
Umes
per
user.
 •  We
see
free
applicaUons
run,
on
average,
6.6
    Umes
as
oaen
as
paid
applicaUons.
 •  A
paid
applicaUon
returns
at
least
$0.70
/
user.
 •  Doing
the
math
–
12
x
6.6
=
80
sessions.
 •  Can
the
average
applica/on
make
more
than
    $0.70
off
adver/sing
in
80
sessions?
  
- Answer:
Hell
no.
 Earning
$0.70
in
80
sessions
requires
revenue
of
    $8.75
per
thousand
runs.
 If
you
can
show
one
ad
per
session,
that’s
an
    $8.75
CPM.
 Right
now,
with
the
ad
market
how
it
is,
    adverUsing
rates
of
$0.50‐$2.00
CPM
are
    much
more
typical.
 The
typical
applicaUon
would
have
to
bombard
    its
users
with
ads
to
beat
the
money
it’d
make
    from
paid
sales.
  
- But
adverUsing
isn’t
always
a
bad
idea.
 •  Some
applicaUons
benefit
from
network
    effects,
and
get
far
more
than
6.6x
the
users
    they’d
get
if
they
charged.
 •  Some
applicaUons
are
excepUonally
‘sUcky’
–
    users
use
the
app
far
more
than
average.
 •  Some
applicaUons
–
generally,
ones
catering
    to
people
with
money
–
can
command
beler
    adverUsing
rates
than
usual.
  
- CumulaHve
ApplicaHon
Runs
Since
First
Use,
By
Decile
                    45
                      40
                      35
                      30
 ApplicaHon
Runs
                        25
                      20
                      15
                      10
                       5
                       0
                          1
   6
   11
   16
   21
   26
   31
   36
    41
   46
   51
   56
   61
   66
   71
   76
   81
   86
   91
   96
                                                                      Days
Since
First
Used
  
- CumulaHve
ApplicaHon
Runs
Since
First
Use,
By
Decile
                                                             CPM
                    45
                                                                                                                                                    <
$2.00
                    40
                      35
                      30
 ApplicaHon
Runs
                        25
                      20
                      15
                                                                                                                                                   ~
$7.00
                    10
                                                                                                                                                   ~
$15.00
                     5
                                                                                                                                                  ~
$35.00
                     0
                          1
   6
   11
   16
   21
   26
   31
   36
    41
   46
   51
   56
   61
   66
   71
   76
   81
   86
   91
   96
                                                                      Days
Since
First
Used
  
- To
sum
up…
 •  Only
a
few
(<5%)
high‐performing
applicaUons
    are
suitable
for
adverUsing
right
now,
and
you
    don’t
know
if
you’ve
got
one
unUl
aaer
launch.
 •  In
other
words
‐
unless
there’s
something
    inherent
about
the
app
that
screams
free,
sell
it.
 •  Install
analyUcs
in
your
applicaUon
and
watch
    your
sessions
per
user
over
Ume.
Within
a
few
    weeks,
you’ll
know
if
you’ve
got
a
sUcky
    applicaUon.
 •  Only
release
an
ad‐supported
version
when
you
    have
data
strongly
indicaUng
success.
  
- Again,
summing
up
‐
 •  Usage
Ume
declines
by
almost
a
third
in
the
    first
month
aaer
use,
stabilizing
at
just
under
    five
minutes.
 •  Paid
applicaUons
see
slightly
more
use
soon
    aaer
installaUon,
and
are
used
for
slightly
    longer
periods.
 •  The
biggest
usage
differenUator
is
category
–
    games
are
used
for
longer
periods
than
any
    other
type
of
applicaUon.
  
- This
was
actually
a
sneak
preview
 •  AppStore‐wide
reports
are
being
generated
    daily
and
will
be
incorporated
into
Pinch
    Media’s
reporUng
site
in
the
near
future.
 •  Any
applicaUon
using
our
analyUcs
library
and
    acUvely
sending
in
data
gets
access
to
all
    ecosystem‐wide
reporUng
for
free.
 •  Pinch
Media
wants
to
know
what
else
you
    want
baked
into
this
reporUng.
  
 
 
0 comments:
Post a Comment