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5 Tricks App-Makers Use
To Boost In-App Purchases
As we gear up for SilentGrowl
■ We have some ideas for services that would largely be
  free to sign-up.
■ How do you make money with free services?
■ In-app purchases are largely used in social and gaming
  apps.
■ Continue to generate revenue, rather than one large,
  lump sum upfront.
1. The Bait and Hook

The psychology here is simple. Lure in the customer with
an all-too-accessible free download. With that initial
barrier removed, developers then only need focus on
creating a fun and engaging gaming experience. After
those first few minutes (or hours) of use, it’s that much
easier to get the customer’s buy-in to spend a little
something to continue the experience. The desire to make
it to the next level can be almost addictive. A fully
invested customer will be more willing to pay to use.
2. Make It Easy

Some of the most successful games are relatively simple - Angry
Birds is a perfect example. But even for the more complex
games, the early objective should be to make it as easy as
possible for customers to understand the rules of the game and
get started. According to veteran game developer Mike
Amerson, maker of the hits My Virtual Girlfriend and My
Virtual Boyfriend, this is a key strategy. "Make sure the initial
engagement isn't frustrating. Use techniques like tutorials and
tips, then allow the user to practice and gain a few wins before
she has to face any real challenges. Then as the game
progresses, it becomes harder to achieve those same results."
But by then, the customer is already invested.
3. Timely Offerings
Only after the customer has downloaded
the app, has a good feel for it, and may
be feeling fairly confident in their ability
to win, is it time to drop the in-app
purchase suggestion. At key "choke
points" in the game, when the developer
knows the customer will need just the
right tool to obtain a higher level of
achievement, a friendly pop up alerts
players of the opportunity to make a
purchase that will keep the game
experience going. The UK’s Natural
Motion, makers of CSR Racing, have
mastered this strategy - and have $12
million in monthly in- app purchase
revenue to prove it. After working
through a few easy levels, it is nearly
impossible to win a race without making
upgrades or purchasing another car.
4. Introduce New Items

Mobile game developer TinyCo is a
proven leader in this next strategy.
In its game Tiny Zoo Friends, where
kids manage a virtual zoo, the
company introduces new farm
animals for purchase every week.
One animal, "The Cash Cow" (not
sure if pun was intended or not),
cost one young fan nearly two
months' allowance. According to
TinyCo CEO Suly Ali, the revenue
from this character alone was in the
neighborhood of $50,000.
5. For A Limited Time Only

Once customers become accustomed to making in-app purchases, developers
then introduce the limited-time-only scenario. Make the next purchase for
half off, or at a reduced rate, but only if you buy before the offer runs out.
Most shoppers will recognize this strategy from a wide variety of retail
environments - because it works. Imposing a time limit to a discount provokes
that buy-now-or-lose-out feeling of urgency. It’s the ultimate pay reward
system.
Conclusion
■ By some estimates, in-app purchasers spend on
  average $14 per transaction, which is why freemium
  has become the dominant means of monetizing apps.
■ For serious players, buying a game for $.99 up front is
  almost always cheaper than a freemium model where
  you'll need to ante up a lot more over time. Keep that
  in mind the next time you download a “free” app.

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5 Tricks App-Makers Use to Boost In-App Purchases

  • 1. 5 Tricks App-Makers Use To Boost In-App Purchases
  • 2. As we gear up for SilentGrowl ■ We have some ideas for services that would largely be free to sign-up. ■ How do you make money with free services? ■ In-app purchases are largely used in social and gaming apps. ■ Continue to generate revenue, rather than one large, lump sum upfront.
  • 3. 1. The Bait and Hook The psychology here is simple. Lure in the customer with an all-too-accessible free download. With that initial barrier removed, developers then only need focus on creating a fun and engaging gaming experience. After those first few minutes (or hours) of use, it’s that much easier to get the customer’s buy-in to spend a little something to continue the experience. The desire to make it to the next level can be almost addictive. A fully invested customer will be more willing to pay to use.
  • 4. 2. Make It Easy Some of the most successful games are relatively simple - Angry Birds is a perfect example. But even for the more complex games, the early objective should be to make it as easy as possible for customers to understand the rules of the game and get started. According to veteran game developer Mike Amerson, maker of the hits My Virtual Girlfriend and My Virtual Boyfriend, this is a key strategy. "Make sure the initial engagement isn't frustrating. Use techniques like tutorials and tips, then allow the user to practice and gain a few wins before she has to face any real challenges. Then as the game progresses, it becomes harder to achieve those same results." But by then, the customer is already invested.
  • 5. 3. Timely Offerings Only after the customer has downloaded the app, has a good feel for it, and may be feeling fairly confident in their ability to win, is it time to drop the in-app purchase suggestion. At key "choke points" in the game, when the developer knows the customer will need just the right tool to obtain a higher level of achievement, a friendly pop up alerts players of the opportunity to make a purchase that will keep the game experience going. The UK’s Natural Motion, makers of CSR Racing, have mastered this strategy - and have $12 million in monthly in- app purchase revenue to prove it. After working through a few easy levels, it is nearly impossible to win a race without making upgrades or purchasing another car.
  • 6. 4. Introduce New Items Mobile game developer TinyCo is a proven leader in this next strategy. In its game Tiny Zoo Friends, where kids manage a virtual zoo, the company introduces new farm animals for purchase every week. One animal, "The Cash Cow" (not sure if pun was intended or not), cost one young fan nearly two months' allowance. According to TinyCo CEO Suly Ali, the revenue from this character alone was in the neighborhood of $50,000.
  • 7. 5. For A Limited Time Only Once customers become accustomed to making in-app purchases, developers then introduce the limited-time-only scenario. Make the next purchase for half off, or at a reduced rate, but only if you buy before the offer runs out. Most shoppers will recognize this strategy from a wide variety of retail environments - because it works. Imposing a time limit to a discount provokes that buy-now-or-lose-out feeling of urgency. It’s the ultimate pay reward system.
  • 8. Conclusion ■ By some estimates, in-app purchasers spend on average $14 per transaction, which is why freemium has become the dominant means of monetizing apps. ■ For serious players, buying a game for $.99 up front is almost always cheaper than a freemium model where you'll need to ante up a lot more over time. Keep that in mind the next time you download a “free” app.