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如何在拥挤的手机应用程序市场成功突围的13个观察

发布时间:2010-10-20 09:51:45 Tags:,

不管是ios还是android,鱼龙混杂拥挤的手机应用程序市场对于开发者来讲如何实现自己的应用突围的确是个相当困扰的话题。

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有些有高质量游戏的小型工作室或者公司在营销方面并不具备优势,而是选择更好的发行商进行业务方面的代理,最典型的是Rovio旗下的angry birds和ZeptoLab旗下的Cut the Rope选择Chillingo作为他们在ios的发行代理,最终的结果都相当理想,angry birds有超过650万的下载量,而Cut the Rope也有10天下载100万次的数据。

但是对于一般不选择代理发行商的开发者而言,也许以下的13条建议值得留意。

1,在ios上有超过30万的应用程序,在android上也有将近15万的应用程序,所有应用程序的广告需求远远超过了开发者的想象。这个时候,借助其他的应用程序进行广告营销是个不错的选择。

2,来自广告对应用程序销售额度的推动数据相当小,大概只占8分之一。另外的8分之七来自虚拟交易。

3,android更适合于广告环境,因为它暂时还不支持虚拟交易。

4,在你开始发售应用程序以前,需要对你的整体营销有详细的战略把握。

5,用户基础对你来讲是至关重要的,因为它有可能将你推上应用分类排行榜而获得更多的下载用户。

6,想办法让你的下载用户能够经常性地进行游戏,日活跃比例是一个相当不错的衡量标准。

7,社交传媒具有相当的推动力,但是效果肯定没有你自己想象的好。

8,保证好游戏的高质量,低质量的游戏即便的大价钱的营销也不一定能获得回报。

9,营造一个病毒式的传播环境,口碑是吸引用户最大的力量。

10,新闻公关也是相当重要的环节,尽管这部分花费不菲,但是它告知了更多的用户你有一款相当不错的应用。

11,在社交环境里,快速推进快速回应,这是Pocket God和Paper Toss最终走红的秘诀。

12,对于android来讲,利用好搜索是一项不能忽略的功课。

13,游戏的支付方式需要和游戏的架构一起实施,游戏完成之后再补充的可能存在很多障碍。(本文由游戏邦/gamerboom.com编译)

DiscoveryBeat 2010, a conference dedicated to application discovery through web and mobile, helped to shed light on the best practices for successful developers in a crowded marketplace both on iOS and Android. Execs from top companies, ranging from Flurry to Tapjoy, presented information and answered questions on a panel that helped put things in perspective. Below are some key take aways as well as some excerpts from some of the panels for those interested in gaining more information about particular topics.

Some of these notes are in rough form, as the conference was long and arduous.  Feel free to leave a comment or question below.

1. Ad inventory is exceeding faster than number of advertisers, which means you can advertise across tons of applications right now.

2. In-app purchases on iOS make 7/8 of the revenue compared to 1/8th from advertising

3. Android is largely an advertising supported ecosystem right now due to a lack of in-app purchases, and that works both for advertisers and publishers.

4. It’s important to have the entire launch strategy as perfect as possible in order to maximize chances of success, so organize your marketing strategy before launch.

5. Pay per install services like the kind from Tapjoy work well. Although the user quality will be low if you’re paying around $0.30, they can help you get enough users to get you on charts that can help you organically get higher ranking users.

6. Engagement is key. Get users to come back often. Daily active users is the metric to track.

7. Social media helps but may not help you get as effective results as you might think

8. Spending money on a low quality game will not help you succeed. Game quality must be good.

9. Build social integrations as an innate part of the game play to create a viral effect, although it won’t truly be viral.

10. PR should not be ignored and it should be anywhere around 35 percent of your costs

11. Iterate fast and respond to the community. That’s how Pocket God and Paper Toss became successful.

12. For Android, free is standard and search should not be ignored.

13. Monetization cannot be thought about after the app is built. It has to be part of the game ground up.

Below are some of the important quotes and notes from the various sessions throughout the day.  They’re in a rough form, but there are a lot of interesting statistics and ideas from industry experts in there, so please give it a read.(source:social times)


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