There sure is no one-solution fit all strategy for user
acquisition. A strategy needs to be in-place after identifying who the users of
the app are? What is the genre of the game and what is its novelty? How many
users do you want to acquire in a day, a week, 10 days etc? What is the true
purpose of this game – earn money, brand awareness, marketing a product, a
teaser for a something big etc? The most important question would be: What is
the budget for user acquisition?
Friday, August 31, 2012
User Retention in Freemium Games and Apps for Mobile and Social
I remember reading this blog some time
ago from Flurry: “Mobile Apps: Models, Money and Loyalty” See: http://blog.flurry.com/bid/26376/Mobile-Apps-Models-Money-and-Loyalty
From the blog, one thing immediately noticeable is that “Games” retention has the biggest fall (after lifestyle) during the 30-60 day period as seen in the “Loyalty by Application category list”. (Though this list also includes paid games, but I can safely assume that the pattern would be similar or even amplified if we separate out free to play games)
Courtesy: http://blog.flurry.com - “Mobile Apps: Models, Money and Loyalty”
Thursday, July 5, 2012
Global Mobile & Social Game Advertising Market
Social & Mobile Game Advertising
This recent article published has received some interesting comments from people in the advertising world.
I decided to give it a face life in terms of the companies that I am targeting this whitepaper to.
Permanent Publish Link : https://docs.google.com/open?id=0B4c3ZJ3uRj1OTTFXYjl2M0h6YWM
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