The proliferation of mobile devices globally has changed the way
consumers shop, both offline and online. No longer are brick-and-mortar shops
the first point of contact in a shopper’s purchase cycle. They’re increasingly
using mobile sites and dedicated apps to make better, more informed purchases.
So the question remains – how can publishers and app developers capitalize on
this opportunity?
One thing is for certain; in-app purchases can be a
developer’s proven route to monetization. According to Business Insider’s Analysis
of App Store Data, 93 percent of the top 100 grossing iPhone apps use
in-app commerce. Of those 100 grossing apps, two-thirds are free-to-download
apps. High-level or power users of apps are
typically the ones making the majority of in-app purchases. And the more
frequently and consistently these power users interact with an app (upwards of
10 app sessions), the more likely they are to make an in-app purchase. Take for
example the largest Internet retailer, Amazon. It recently added in-app
purchases as part of its larger mobile advertising strategy. This new feature
will use Amazon’s one-click purchasing, letting consumers buy an item without
having to exit the application they’re using. Keen to deliver more content for
its Kindle Fire tablet (and compete with Apple’s iPad), each movie and book
download made within the app will help Amazon make substantial revenue gains.
Another example of the monetization potential of in-app
purchases is the Magic
Piano by Smule app. It was first developed specifically for iPads as a
pay-to-download app that costs $2.99. Months later, the iOS developer released
a version for the iPhone, which was free-to-download and offered a few songs at
the start. To ensure the app delivered consistent streams of mobile revenue,
the iOS developer released additional songs every Wednesday from popular
artists like Lady Gaga, Jason Mraz and Britney Spears – available as an in-app
purchase using a special type of currency called Smoola. These Smoolas are sold
in packs of 160, starting at $1.99, and tracks cost anywhere between 25 and 75
Smoolas each. We’ve already seen these types of in-app purchases prove to be huge
revenue drivers for game makers like Zynga. Clearly,
there is a very compelling business case for why more app developers should
leverage in-app purchases to earn revenue from consumers.
Did you know that one in six Smartphone users in Europe
access online retail sites and apps on their mobile devices? To top it off, one
in eight Smartphone users in the EU5 countries actually completed a retail
transaction on their phones, according to comScore.
As recently as a few months ago, British supermarket chain Sainsbury’s put its mobile
commerce strategy into motion with the launch of a mobile-optimized site
that lets shoppers choose from over 200,000 grocery items to purchase using
their phones. The newly launched mobile site was designed with a very specific
goal in mind – to make customers’ lives easier and deliver a rich, useful
shopping experience no matter where customers are when they decide to do
grocery shopping. Given Forrester Research’s European
Mobile Commerce Forecast, citing that mobile spending across Europe will grow
to a whopping €19.2 billion (or 6.8% of online sales) in 2017, the potential to
generate revenue from mobile site purchases is one that publishers cannot
afford to ignore.
Clearly, the remarkable growth of apps and mobile sites has
generated a number of different revenue models for publishers and app
developers. But should we be worried that the success of gaming apps like Words With Friends and Draw Something (thanks to in-app
purchases) is fleeting? What types of innovation are needed for publishers to
monetize traffic on their mobile sites?
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