New Media

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NEw Media 8/22/2012 Shay merritte


Directory Executive summary Business Industry and Outlook VC Investment ROI on average app devleopment market sizes beyond apps how many downloads? Average app price how many apps monetization schemes Devices Forecast areas for growth major players example investment earning potential who has the money Critical Success Needs Growth through acquisition Launch strategies


Executive Summary The new media landscape is very competitive and highly fragmented. There are predicted to be a billion smartphones, and 400 million tablets on the market in 2016 with 650,00 apps in the app store that is growing at 15,000 apps a month. Consumers are hard to reach and for the most part frugal, with only 30% regularly paying for apps, and then the average price paid for an app has dropped from about $1.99 to $1.50. But this isn’t all bad news, there are opportunities for growth, especially for American Greetings Properties. The tablet app market is ripe for growth as the number of devices grows and consumers are willing to pay premium prices for premium content. Furthermore there is a prediction that the app economy may subside in favor of the creation of cheaper and more universal web applications, as well as the creation of content platforms that can provide an experience to consumers across multiple platforms.


Business Industry and Outlook High Threat of New Competition •Low Barriers To Entry No Switching or Sunk Costs Low Capital Requirements No Customer Loyalty

High Power of Suppliers

High Supplier Switching Costs Low Differentiation of Inputs Limited, Strong Distribution Channels Low Supplier Concentration

High Competitive Rivalry within the industry

High Threat of Substitutes

Low Price Differential No Buyer Switching Costs Limited Product Differentiation High Number of Substitutes

High Power of Buyers

High Firm Concentration High Available Information High Price Sensitivity Low Uniqueness http://www.techjournal.org/tag/who-buys-mobile-apps/ http://www.everythingicafe.com/distimo-app-store-revenue-and-sales-are-growing-thanks-to-in-app-purchases/2012/07/27/


VC investment in apps

3,900,000,000 479 $ 3,500,000 $ 960,000,000

$

VC financing in 1st 6 months of 2012 for mobile

Different mobile start ups invested in

Average vc investment amount

Investment in media & applications

http://techcrunch.com/2012/08/19/the-consumer-is-king-record-4b-raised-in-mobile-vc-in-the-first-half-of-2012-more-than-25-in-consumer-apps/


ROI for Average app developer

3,700

$

cost to develop a very basic aPp Average app revenue Average return on investment

http://www.bluecloudsolutions.com/blog/cost-develop-app/ http://mashable.com/2011/02/24/mobile-app-dev-cost/

($5,000) + $8,700) ($3,700) asd 40000


How big is the market

22,500,000,000 mobile Apps

$

9,000,000,000 Tablet Apps

$

15,000,000,000 Games

$

5,420,000,000 Kindle Sales

$

1,800,000,000 Nook Sales

$

http://www.factbrowser.com/tags/tablets/?and=market_structure,forecast http://econsultancy.com/us/blog/9638-the-rise-of-the-billion-dollar-mobile-gaming-market-infographic


Beyond apps

INDIVIDUAL APPS

Platforms & Ecosystems o

The future of mobile and digital is an increase in 360 platforms. Companies that provide an experience, whether utilities, entertainment or games that can provide value and engage anywhere digitally on web applications, In apps, on the tablet, in video games and on smart TVs are the companies that will win in the digital future. Furthermore in the future, new technologies like HTML will render the app ecosystem superfluous as companies can go directly to consumers. http://www.theageoftheplatform.com/observations/what-comes-after-apps/


How Many Downloads

1,250,000,000 Monthly apple app downloads

1,000,000,000 Monthly android app downloads

http://techcrunch.com/2011/10/04/more-than-1-billion-ios-apps-are-downloaded-per-month/


Average Price For Apps

5.99+ $ 2.99$ 4.99 $

Free

1.99

$

.99

$

The average price of apps has dropped from $2 in 2009 to $1.50 in 2011 http://tech.fortune.cnn.com/2011/05/24/apples-itunes-store-500000-ios-apps-and-counting/ http://www.tecca.com/news/2011/04/28/android-free-apps/


How many apps are there?

650,000 600,000

In App Store

IN Android Store

http://www.engadget.com/2012/06/27/google-play-hits-600000-apps/?icid=eng_latest_art http://www.mobilestatistics.com/mobile-statistics/


Best way to monetize

FREE

Free apps are popular because they provide the consumer with a low barrier of entry and can be monetized via ads, although the revenue per ad has been dropping over time.

PREMIUM FREEMIUM SUBSCRIPTION

Simply an app that one has to pay to download, can also contain in-app purchases. Freemium titles are responsible for 68% of revenue

Freemium apps are free apps with some functionality with additional features or a premium experience unlocked through in-app purchases.

Subscription apps are free or low cost apps that derive a lot of their revenue through recurring monthly payments that unlock content, generally used by companies that create and distribute media. http://techcrunch.com/2012/05/07/google-play-about-to-pass-15-billion-downloads-pssht-it-did-that-weeks-ago/ http://www.readwriteweb.com/mobile/2012/04/mobile-game-devolpers-reconcil.php


Devices Forecast

Smart Phone

491M

Tablet

2012

106M

70% Android 30% Apple

43% Android 57% Apple

2016 1B

70% Android 30% Apple

400M 52% Android 48% Apple

http://www.businessinsider.com/bii-report-how-annual-tablet-sales-will-explode-to-400-million-by-2016-2012-8 http://mobithinking.com/mobile-marketing-tools/latest-mobile-stats/a#subscribers


Areas for growth

E-Books

E-Books, especially for the tablet are predicted to be a growing business, especially those that include innovative interactivity, have strong brands, and have marketing to spend. Consumers are willing to pay $9.99 to $15.99 for a quality interactive e-book and there is still room for players to establish brands. And become best-sellers with less work.

Tablets

Similar to e-books, tablets are growing product area that is predicted to grow by 400% in the next four years. Currently the tablet market is underserved by quality apps that are made just for the tablet and not just smartphone imports. Furthermore, tablets are seen as a premium platform, where consumers are willing to spend more on tablet specific apps.

Web Apps/Platforms

A near future case is developing products that live on the web. These are cheaper to produce since they are device agnostic and don’t need to live within one of the 2 major app ecosystems, few develop for this market as the HTML5 protocol hasn’t been 100% adopted by all major browsers, but this should change within the next 2 years. Related to this is that the brands that will succeed in next few years will be those that have developed platforms that deliver experiences to consumers across diverse devices, including tablets, smartphones, smart televisions, in location based services, etc, and could involve physical objects like gaming pieces. http://www.theageoftheplatform.com/observations/what-comes-after-apps/ http://www.businessinsider.com/bii-report-how-annual-tablet-sales-will-explode-to-400-million-by-2016-2012-8


who are the major players?

ZYNGA: 1.16B $

Zynga generated $1.16 billion in 2011 from the more than 30 games it has made or acquired. It has 306 million monthly active users and 72 million daily active users. It was founded in 2007 and currently has 3000 employees

Rovio: 100M $

Rovio generated $100 million in 2011 from a handful of apps. It’s flagship Angry Birds app has been downloaded over a billion times. It was founded in 2003 and currently has 100 employees

Capcom: 79.2M $

Capcom Mobile generated $79.2 million in 2011 from several dozen apps, and was one of the first companies to sell in game premiums. It currently has more than a thousand employees.

http://investor.zynga.com/releasedetail.cfm?ReleaseID=648577 http://www.incomediary.com/20-top-app-developers-of-2011


Investment example An anonymous app developer gave the following breakdown of what they spent to build a game that was able to make it to the top 20 paid app downloads.

50,000 Design $ 60,000 Coding $ 15,000 Testing $ 7,000 Infrastructure $ 30,000 Marketing $

http://www.bluecloudsolutions.com/blog/cost-develop-app/#devcosts http://www.padgadget.com/2010/10/17/the-cost-of-building-an-ipad-app/


What is our earning potential I put together this back of the napkin equation to give a quick conservative calculation of what a freemium app’s earns could be taking into the average number of users who buy premiums, the development costs, the percent the app stores take out and the average amount it takes to purchase

(P*N*.7)- (1.3*N)+ (N*.25*5)-(P*.25*N) SALES

P

.99 $ 1.99 $ 3.99 $ 1.99 $

MARKETING COST

N

100,000 50,000 50,000 100,000

Development Cost P= App Price N= Number oF Apps Sold

Premiums

Earnings 39,550 42,275 $ 52,365 $ 84,550 $

$

http://techcrunch.com/2011/09/16/who-spends-more-in-freemium-games-battle-of-the-sexes-edition/ http://www.bluecloudsolutions.com/blog/cost-develop-app/#devcosts


where is the most Money?

Men & women 25-34 $ 28 16/ 49 MO %

%

Time Spent Playing Freemium Games Out Of Entire Population

Average spending on in-app premiums

Money Spent playing freemium games

25-34 year olds spend more time in freemium apps and spend the most money on in-app premiums. With men spending the Most time and more money. Among app downloaders, the groups most likely to pay for apps are men, adults age 30 and older, college graduates, adults with household incomes of $50,000 or more, and those living in urban communities http://techcrunch.com/2011/09/16/who-spends-more-in-freemium-games-battle-of-the-sexes-edition/ http://blog.flurry.com/bid/72755/Mobile-Freemium-Games-Women-Thrifty-Men-Binge


What are the critical needs to be successful?

Great product

The first half of a successful app is that the app has to be great. Whether it is a beautiful design or innovative elements, the app needs to have something great about it. This is because a large driver of downloads are family and friends word of mouth, about 50% of mobile gamers said they learn about new games from acquaintances and 25% learn about apps from social media.

Marketing

Having a great product that people talk about, is only half the battle, in order to really make an app successful, it needs to be marketed, especially early on in the release to achieve a high download ranking in the app store which helps perpetuate downloads. The top revenue earners, who earned at least $50,000 with their most successful app, spent the most effort on marketing. On average, 14 percent of their time was dedicated to promoting their app, backed by a marketing budget of nearly $30,000 on average. http://uxdesign.smashingmagazine.com/2012/04/05/art-of-launching-app-case-study/ http://econsultancy.com/us/blog/9638-the-rise-of-the-billion-dollar-mobile-gaming-market-infographic


Growth through acquisition?

800,000,000 4,000,000

$

The theorized amount of Disney’s spending on digital acquisitions in 2010

The theorized amount of apps that have been downloaded

Acquisition as an avenue for growth has seen mixed results. One story to watch is Disney’s acquisition of app developer Tapulous (for an undisclosed amount after a 33 Million round of funding) and social game developer Playdom (for $563 Million) in 2010. These acquisitions have led Disney to develop several long running #1 apps that have had several million downloads and spun off other merchandise. http://www.businessweek.com/magazine/content/10_32/b4190035402934.htm


What are the best launch strategies

Get into the top 25

Most developers agree that best launch strategy to create a successful, highly downloaded app, is to get featured in the top 25 of downloads. Most consumers find most of the apps that they download by looking at the top 25 in the app stores and take it of a sign of quality and worthiness that others have downloaded the app. Although, this is kind of a Catch-22, people download the apps in the top 22, but how do you get people to download enough to get it into the top 22?

Choose the right app category

Some of the most popular paid categories are Games, Entertainment and Books.

Marketing and PR

This is probably the 2nd most important part of developing an app, after actually designing the app. Marketing can include advertising, social media campaigns, reviews in app blogs and review sites, and other general public relations tactics of press kits to media outlets. Marketing and PR gets people’s attention and creates awareness, which is often all you need for a consumer to consider a downloading an app, And will quickly cause people to download when app is released, driving up it’s placement to the top 25.

Ask for ratings

App Store Ratings are an important driver for app downloads, since a lot of people base their download decisions on word of mouth, and ratings act as a kind of anonymous word of mouth and peer promotion when consumers decide about downloading an app, especially for new apps. http://uxdesign.smashingmagazine.com/2012/04/05/art-of-launching-app-case-study/ http://www.quicksprout.com/2012/05/10/the-beginners-guide-to-mobile-app-marketing/


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