The core concept of this article is solid - build something useful. That's how I'm getting triple digit year on year growth & traction with my app, http://www.getcampusmaps.com . Students find the app easier to use than going to the visitors center and getting a paper map, and so it provides real value to them.
I disagree that the app store gold rush is completely over however - I entered a crowded space with established competitors (including each school's own app, Google Maps, Apple Maps, GuideBook, Blackboard, and many more, and am still able to carve out a solid niche for myself.
The trick is in not only providing value with the app, but having a scalable marketing strategy. Treat it like any other product you want to sell, don't ride the Appstore-luck wave.
Your app appears free though? Growth and traction of free apps and growth and traction of paid apps aren't really comparable unless you have a plan to convert. Care to share?
I've been hesitant on monetizing because of that very same growth I'm seeing. In about 6 weeks I expect to peak in the top 10 US Navigation app for about 3 days (new school year).
I've been debating ads + freemium "ads free mode", but I feel that at this point I'm getting more value out of establishing a user base. My real issue is that I don't have a GOOD scalable monetization option in mind.
Negotiating local deals takes way too long with too much turnover. I'd be interested in offering school apparel deals though. That seems scalable with the right vendor.
e: I am currently split testing one campus @ 99 cents in a separate app to test how that's received.
Just to add to this. This isn't creepy because its illegal or provides something that was impossible before---actually dorm address information at my uni was available online to students. It comes off as creepy because of the way it is setup: charging men for access to women.
It basically circumvents all of our accepted social protocol without any rationale beyond personal profit.
I think the outcry of how "creepy" it is that an app is selling men access where women live is going to overshadow any possible profit. As soon as the media begins beating that drum, Apple will pull the app to avoid bad press and may just issue refunds too.
Are you living in a cave? Every heard of "ladies night"? They get in free while men have to pay a cover, hell, sometimes they even get a free drink while men do not.
I appear to be living in a place where that's illegal (the EU). We don't have "ladies night" here, it's illegal to charge one sex while letting the other in for free, it's illegal to give one sex a free drink.
The difference in downloads between free and paid apps is huge. My app (http://www.spooftrader.net) will have between 5-10 times the amount of free downloads to paid.
Interestingly though geography does seem to count, most of the paid comes from the USA or UK whilst the free downloads come from all over the place.
The article (and it's associated links) simply keep restating the fact that app sales, like most things in and out of this category are a power law distribution. If you want to get into the top of the curve, you need exponentially greater quality / marketing.
Was there ever a time, even in the early days of the store, when making a shitty app would automatically bring in primary income?
Yes, in the early days, apps like fart soundboards and flashlights were making people significant chunks of money.
As the competition has increased, you either find dozens of clones of the low quality apps, or one or two competitors that have taken most of the market.
17 comments
[ 0.20 ms ] story [ 49.1 ms ] threadI disagree that the app store gold rush is completely over however - I entered a crowded space with established competitors (including each school's own app, Google Maps, Apple Maps, GuideBook, Blackboard, and many more, and am still able to carve out a solid niche for myself.
The trick is in not only providing value with the app, but having a scalable marketing strategy. Treat it like any other product you want to sell, don't ride the Appstore-luck wave.
I've been hesitant on monetizing because of that very same growth I'm seeing. In about 6 weeks I expect to peak in the top 10 US Navigation app for about 3 days (new school year).
I've been debating ads + freemium "ads free mode", but I feel that at this point I'm getting more value out of establishing a user base. My real issue is that I don't have a GOOD scalable monetization option in mind.
Negotiating local deals takes way too long with too much turnover. I'd be interested in offering school apparel deals though. That seems scalable with the right vendor.
e: I am currently split testing one campus @ 99 cents in a separate app to test how that's received.
It basically circumvents all of our accepted social protocol without any rationale beyond personal profit.
Interestingly though geography does seem to count, most of the paid comes from the USA or UK whilst the free downloads come from all over the place.
Don't build a business, create something good.
Was there ever a time, even in the early days of the store, when making a shitty app would automatically bring in primary income?
As the competition has increased, you either find dozens of clones of the low quality apps, or one or two competitors that have taken most of the market.