Thursday, 9 January 2014

How To Cleverly Market on Messaging Apps? (from Mobrulers.com)

Last week media was abuzz with the news of Snapchat rejecting a bounty offer from Facebook for $3 Billion in cash. A 23 year old CEO with a 2 and half year company with no revenue welcomed mixed response. So what was Evan Spiegel’s motivation and conviction about the messaging app ecosystem that lead to this decision? Is the messaging app the new social network? Can messaging apps attract marketing dollars the way search and social networks do?
Here is a snapshot of the reach messaging apps have!
If you are are a marketer looking to milk the messaging apps ecosystem, here are some tested ways with cases to back:
  • Sponsored Content – Stickers, Themes & Wallpapers
Messaging apps are private chat rooms where users are constantly trying to impress and outdo each other. Content that is remarkable will get the viral quotient and its for marketers to determine what and how. Stickers, themes & wallpapers -  branded or with relevant messages could get attention. Despicable Me (Universal Pictures) – with its funny Yellow Minions hit Facebook messenger which generated an incredible

  •  Official Account & Engagement
While stickers could suit premium brands, brands with more transactional goals have an option to initiate personal conversation with branded official accounts. Starbucks, for instance, ran a campaign withWeChat, which has almost 250 Million users, with exclusive QR code that lets you add Starbucks as a contact; and then by sending an emoticon to consent to getting messages from the coffee retail chain. Line, another Asian messaging giant, with close to 240 Million users enables brands to send upto 30 messages per user for a fixed free of around $5000.
  • App Download campaigns – Games Rule!
If you are a game developer, look no further as messaging apps might prove to be more cost effective than even ad networks. Whether it is the epic story of the game Costume Party, which used KiK as a launch platform and hit 1 Million downloads in 21 hours, or the story of Kakao Talk with 100 Million users., that generated an impressive $311 Million in the first half of 2013, through game downloads, it is clear that messaging apps as game download platforms are grossly understated.

Wednesday, 8 January 2014

Appboy Raises $7.6M Series A To Bring Marketing Automation Tools To Mobile Apps (techcrunch.com)


Appboy, a company that helps mobile app marketers better retain users and keep them engaged, is today announcing $7.6 million in Series A funding. The round was led by Icon Venture Partners, and saw participation from new investors IDG Ventures, and Mike Lazerow, founder of Buddy Media. Existing seed investors, including Blumberg Capital, Accelerator Ventures, Bullpen Capital and T5 Capital, also participated.
The company has raised a total of $7.6 million. However, in addition to the $5.1 million in Series A funding, Appboy previously raised $2.5 million via convertible note seed financings, which have now converted.
While a number of companies from the earlier days of the mobile app ecosystem have focused on helping app developers acquire new users, Appboy is about taking the next step. It helps companies keep their users by offering a suite of tools that enable companies to better understand their user demographics, so they can engage them in a timely fashion through in-app messages, push notifications and even email.
appboy
“It’s not an acquisition game anymore. I really believe 2014 will be about user engagement, retention – those kind of numbers – rather than how many downloads you had,” says Appboy co-founder and CEO Mark Ghermezian.
Once integrated into an app, Appboy’s platform immediately begins creating a rich profile on all the app’s users. Ghermezian explains that it’s not really an analytics platform, despite some similarities, but a mobile user management platform.
“If you want all the different, crazy charts, we’re not that,” he says. “But if you want to understand your users down to a per-user level, and manage all your communication with them…that’s what we are.”
The company has already found traction with some well-known app publishers on the App Store, including textPlus, Pic Stitch, GSN (Game Show Network), Urban Outfitters, and a variety of digital magazines through a channel partnership with Mag+.
appboy-users
After user profiles are created, Appboy offers multi-messaging marketing tools that let its customers choose how and when specific groups of users are contacted through push notifications, messages within the app, or via emails. The company also provides a “news feed”-like product that developers can place in their apps, too, which allows them to keep users updated on things like new friends or comments, new features, new activity, and other alerts. Though a relatively new product at Appboy, app makers are already seeing 25-30 percent clickthrough rates in the news feed, says Ghermezian.
The founder believes that Appboy is the next evolution in marketing automation tools. He references companies like Buddy Media (whose founder has now invested in Appboy),ExactTarget, Radian6 and Marketo as examples of companies (several acquired by Salesforce) that focus on various aspects of online marketing, but points out that none offer a mobile solution.
Appboy, meanwhile, is designed not for the developers or the data scientists who pore over the charts and graphs from analytics providers, but for the marketing crowd. The dashboard lets its customers create campaigns using simple tools that slice and dice a larger audience into specific groups based on several factors, including demographics, social profile data, in-app behaviors, in-app purchases and more. That way, app marketers can target groups like “recently lapsed” users or “high spenders” or “passionate fans” in personalized, unique ways.
Image4Analytics
The suite also offers tools that help keep an app’s bugs and glitches from tanking App Store rankings, by redirecting potentially negative app reviews to in-app feedback forms instead, and integrating with other systems like Zendesk, desk.com, and UserVoice.
Appboy will use the new funding to grow its sales and marketing teams, as well as get more aggressive with its own marketing, and it will begin to look into internationalization efforts, too. The now 30-person company has already doubled in size from the beginning of the year.
Along with the funding announcement, Appboy relaunched its website with a refreshed look and new brand, and adjusted pricing so it’s now 1 cent per user profile for companies with up to 100,000 app users, then custom pricing for larger publishers.
Also with the new investment, the plan is to continue to improve upon Appboy’s various tools. For example, the company added location to its segmentation product last week. Soon, it will be doing more with the news feed, too, by offering a variety of templated “cards” (calls to action) for things like feedback, surveys, increasing purchases and more. And longer-term, Appboy could take advice offered by its “Success Squad” staff, who help Appboy’s bigger clients, and turn that into actionable tips and advice and even automation within the core product itself.
“I want my Success Squad to be living inside the dashboard,” says Ghermezian. “Whoever automates this is going to win.”

Tuesday, 7 January 2014

Push Messaging Almost Doubles User Retention Rate (from mediapost.com)

According to a new study by Urban Airship, analyzing customer data in aggregate to identify apps with at least six months of opt-in and opt-out user data that had sent at least 100 cumulative pushes in one month during the study period, on average, all apps retain users opted-in to push messaging at nearly double the rate of those opted-out. The opt-in users are much more engaged, with 26% more average monthly app opens per user. Due to greater retention of opt-in users, the vast majority of an app’s total opens over time will be from users that receive push notifications.
App User Retention Rate by Push Notification Opt-In (% of Users Opening App in Months After Download)
Months
Opt-in
Opt-out
Month 1
55%
29%
Month 2
41
21
Month 3
34
18
Month 4
30
16
Month 5
27
14
Month 6
25
13
Source: UrbanAirship, December 2013
Previous studies, measuring the additional lift of a best practice push messaging approach, found that apps practicing high push engagement had nearly four times more total app opens from opt-in users compared to opt-out users.
For many industry verticals, the engagement and retention lifts were much larger than the overall sample’s averages. Retail led all industries with opt-in users generating 40% more average monthly app opens than opt-out users, and these opt-in users were retained at well more than double the rate of opt-out users.
Push Notification Opt-In Rate by Industry
Industry MinimumAverageMaximum
Gambling
28%
46%
60%
Media
23
50
96
Entertainment
11
45
87
Retail
16
46
90
Games
16
35
92
Sports
16
48
75
Source: UrbanAirship, December 2013
Media and Sports apps had the first and second highest long-term retention rates and highest average opt-in rates respectively, but the lowest average engagement lifts across industries. Clearly push is valued for Media and Sports apps, concludes the report. However, in some cases the push itself is the media (i.e., breaking news headlines and sports scores) and these apps may be driving cross-channel objectives in getting opt-in audiences to tune-in via TV, for example.
That said, the data suggests a missed opportunity to drive more app opens by deep-linking pushes to related in-app content that offers additional perspectives and deeper information, suggests the report

Mobile App Marketing Costs Hit Record Highs In 2013 (from techcrunch.com)


As the app stores fill up, it’s getting ever more expensive for developers to acquire new users. The cost to acquire a loyal user, or one that opens an app three times, grew from $1.30 in 2012 to $1.62 in 2013. Meanwhile, app downloads over 2013 broke records, though the download growth has been slowing, as previous reports have pointed out, indicating that some maturer markets are nearing their saturation point.
However, as app marketing platform makers Fiksu point out, while the percentage slowdown may be accurate this year, it’s based on a larger and ever-increasing raw number of total downloads. In December 2013, for example, the company has been predicting somewhere between 6.6 million and 7 million daily downloads on its own Competitive Index.
The index represents the number of downloads per day of the top 200 free iPhone apps.
That ~7 million figure will be the highest volume since Apple banned automated downloads (bots) in the beginning of 2012. Those downloads are also why Q1 2012 was as large as it was – it’s likely that a good many of the earlier downloads were not real, notes the company. This could, perhaps, somewhat temper Flurry’s earlier findings, which stated that the sizable number of Christmas Day downloads seen in 2011 and 2012 (more than a twofold increase in Christmas Day downloads vs. other days in the first three weeks of December) was not visible again in 2013. But it wouldn’t be the only explanation for a cool down, of course, as the “bot ban” was enacted in February 2012 – meaning that last Christmas was already in the post-bot timeframe.
Flurry’s data could also skew more toward the long-tail, as it’s based on apps using its SDK, while Fiksu’s Competitive Index uses apps in the top 10 and plots the full curve to get to their numbers.
With more downloads overall, and a smaller spike in new device activations over Christmas 2013, a plateauing may be expected.
image001
The App Store this year topped a million apps and smartphones became nearly ubiquitous in developed markets, making it increasingly costly for developers to acquire new users. Fiksu’s Loyal User Acquisition Cost Index, which measures the cost in acquiring new users who will open an app at least three times, has grown over the course of 2013, as well as year-over-year. In Q1 2013, user acquisition costs were around $1.40, up from 2012′s $1.25. By July, costs were breaking records, making July the most expensive month since December 2011.
index-loyal-web-201311
By August costs grew again, spiking to $1.90, as marketers aimed to test their strategies ahead of the 2013 holiday period. By Q4, costs were at $1.84, far higher than the $1.37 in Q4 2012. Of course, the holidays are always an expensive time to market an app, but more telling is that year-over-year increase of 32 cents ($1.30 in 2012 to $1.62 in 2013).
This year saw a number of new apps in the Top Charts, including FitBit, Candy Crush, QuizUp, Temple Run 2 and others that weren’t around in 2012, each generating millions of downloads on their own. For well-known hit makers, hitting one million downloads is now par for the course.
The steady overall growth may be cause for concern – at least for smaller developers hoping to find their way to the Top Charts, which are tough for newcomers to break into. For consumers, this means in 2014, we might see more of the newer, younger companies trying darker shades of “growth hacking” as a way to find initial traction. Be warned.

Monday, 6 January 2014

Snapchat, Vine Most Downloaded Apps 2013 (from smartphonenewz.com)

The new year has begun and many people like to see what was achieved in the last year. Companies making Smartphones are collecting the information of the most downloaded apps in 2013. We know how popular applications for Smartphones are. Do you have your favorite app? IfSnapchat and Vine are among your favorite applications, then you will be happy to hear that other people like them too. They were one of the most downloaded apps in 2013. But not only Snapchat and Vine. A Candy Crush Saga is among them too.

What’s Your Most Downloaded Apps 2013?

You probably know that there is more than a 1.000.000 (yes, you read it well – more than a million!) Applications on both Google Inc’s Play Store and Apple Inc’s App Store. And the truth is that Apple developed their devices in the last few years, so many fans are absolutely crazy about Apple Smartphones. And not only Smartphones. Apple has become one of the most popular company in the world, in general. Google as well is the dominant marketplace for apps. For your information, billions of downloads are made each year and now we can say that Snapchat, Vine and Candy Crush Saga were very popular. Who knows, maybe they will not be only most downloaded apps in 2013, but also one of the most popular apps ever. But, it’s early to say.
Most Downloaded Apps 2013
Credit: Foxbusiness.com
Now, we would like to know why are, for instance Snapchat and Vine so popular and what is the exact reason why they carry the title of most downloaded apps 2013. Craig Palli, who is working in Boston as a chief strategy officer at a mobile marketing company called Fiksu said that the most downloaded apps 2013 belong to similar categories, but they have offered “new twists”. We mustn’t forget old apps like Instagram, that is still popular. In the same category as Instagram, there are also apps for socializing on the internet – Facebook and Twitter. They are still popular apps used for communication and we can suppose their popularity will not drop off so easily, but they didn’t carry the title of the most downloaded apps 2013 like Snapchat or Vine.
So, let us see what is Snapchat about and why is it so popular now. First, let us remind that Snapchat was first a niche app. It can be used for sending photographs and videos, but the point is they disappear soon after a person views it. What a great idea! Maybe that made it so popular. The Snapchat grew rapidly and in 2013 it was so popular that many users downloaded it on a smarthpone so Snapchat entered the competition for the most downloaded apps 2013.
What about Vine? It is a video sharing app. It was the 4th most downloaded app in 2013. And it was free. This application is made for iPhone, Android, etc. Vine app allows you to share short videos. The length is under 6 seconds only, but obviously enough because users are satisfied and it is also very popular app.

An App “Middle Class” Continues To Grow: Independently Owned Apps With A Million-Plus Users Up 121% Over Past 18 Months (from techcrunch.com)

It may be getting harder for mobile developers to break into the top charts in the various app stores, but there is a healthy and growing “middle class” app economy, according to new data released by analytics firm Flurry this morning. The company reports seeing 357% growth over the past 18 months from independently owned apps that have a worldwide audience of over 20 million monthly actives, and 121% growth from those with an audience of over 1 million.
The data was collected from apps running on Flurry’s platform from Q1 2012 to Q3 2013. That platform has a broad reach – there are now over 400,000 apps across over 1.2 billion mobile devices which use Flurry’s app analytics.
Apps20Mmau-resized-600
While the growth percentages here are impressive, it’s worth noting that in the case of the independent-owned apps with the 20 million active users, the actual number of apps has only grown from 7 in Q1 2012 to 32 in Q3 2013. In a world where the iTunes App Store now has a million mobile apps to choose from, that’s still a small piece of the pie.
But the number of mobile app developers hitting 1 million is much larger, going from just under 400 to 875 in the same time period.
Apps1MMau-resized-600
“These numbers are simply unprecedented, especially because most of these app developers have risen organically, and not as a result of consolidation or through mergers and acquisitions,” writes Flurry CEO Simon Khalaf on the company blog.
He also notes that the app economy’s overall health is doing well, and is continuing to grow, citing the increasing number of new mobile apps arriving on the app stores since January 2012. Because Flurry’s customers tend to install the company’s analytics software in their apps during testing periods ahead of their public launch, Flurry has insight into what the app ecosystem will look like in the near future. Today, the company says that over the past 18 months, application starts (as these new apps’ appearances are being called) have nearly doubled.
Flurry App Starts-resized-600
The data seems to counter a number of theories and various reports that the app stores are becoming overcrowded, and that while the app stores are filled more apps than users could ever want, few of these apps are being used. In fact, Flurry itself reported something similar earlier this year, when it found that Facebook app usage on iOS and Android devices accounted for a whooping 18% of time spent, ahead of games, web browsing, productivity apps, news apps, utility apps, and entertainment apps, among other things.
In addition, another earlier report from comScore, which Flurry also cites today, found that Facebook and Instagram combined accounted for 26% of all time spent on mobile. Facebook COO Sheryl Sandberg later confirmed comScore’s metrics, saying on a recent earnings call that Facebook accounts for more mobile minutes in the U.S. than YouTube, Pandora, Yahoo, Twitter, Pinterest, Tumblr, AOL, Snapchat and LinkedIn combined.
The takeaway, so far, from reports like these has been that there’s not much room for other mobile apps when so much of users’ time is spent with Facebook, and a few other major app properties. Khalaf says now that’s not so, adding “there appears to be plenty of whitespace for others.”
To be fair, a good bit of the growth Flurry is touting today is due to mobile app adoption in emerging markets, something the company alludes to today by citing the adoption of gaming, utility and messaging apps like LINE, Kakao, Snapchat and WhatsApp around the world. In particular, the company found earlier this summer that China alone accounted for 24% of all the connected devices worldwide, including both smartphones and tablets. So while’s Flurry is making a good point that there’s still plenty of room for growth in the mobile app stores, by taking a high-level view of the data like it has done today, it may be glossing over the very real struggles developers in mature markets have to overcome to even get their app seen, and then keep it from being abandoned.

In-App Purchases Take Over App Revenues (from emarketer.com)

Free apps with in-app purchases account for nearly all nonadvertising revenues

In-app purchases have long contributed a significant amount of the revenues earned by app stores like Apple’s or Google’s. Based on research from app analytics platform Distimo, the share of those revenues coming from in-app purchases has increased dramatically over the past year.
Leaving aside ad revenues earned by app developers and focusing only on revenues to app stores, Distimo found that 98% of Google Play store revenues and 92% of Apple App Store revenues in November 2013 came from free-to-download apps that offered in-app items for purchase. That compared with 89% and 77%, respectively, just 11 months earlier.
Distimo also found that while Apple’s store is still tops around the world in terms of revenues, Google Play did gain share during 2013, suggesting faster growth in in-app purchases made on Android-based devices than iOS-based ones.
eMarketer estimates that for mobile games in particular, 41.4% of all revenues—including ad revenues—came from in-app purchases this year. We expect that share to reach 47.5% by 2017.