How we tripled our revenue by adding one button
11–20 of 47 posts
Re: How we tripled our revenue by adding one button
#12When it comes to buying games or apps me or our kids the "Unlock All" option is more than just a nice to have, it's a necessity. For me personally it doesn't have to do with convenience or perceived value: Rather it's because I feel that I am not buying into a scam.
If I see item (X) on the market for "Free" + in-app purchases I'm flat out not going to spend any time on it. You offer the same (X) for $5-$20 with everything unlocked and no gimmicky BS sales tactics then I'll pick it up without hesitation.
There are too many applications out there designed to be time and money sinks. The focus tends to be on giving the user just enough and then stalling until they spend more money. It's a dirty, scummy industry.
If you're selling a product (game, book, series, otherwise) and feel it can stand on its own merits then offer a fair price for the complete item with no strings and I'll most likely purchase it.
Re: How we tripled our revenue by adding one button
#13Good deal, I think I'll buy this. When it comes to buying games or apps me or our kids the "Unlock All" option is more than just a nice to have, it's a necessity. For me personally it doesn't have to do with convenience or perceived value: Rather it's because I feel that I am not buying into a scam. If I see item (X) on the market for "Free" + in-app purchases I'm flat out not going to spend any time on it. You offer…
I'm disappointed so few app developers don't offer a "I just want to pay for this so you can stop marketing at me" option. Free/Freemium/pay-up-front are not mutually exclusive revenue streams for an app, release with multiple revenue strategies.
Re: How we tripled our revenue by adding one button
#14Over and over again I see the pattern that if you reduce friction to let people pay you, you will make more money. Also, discount bundling is smart and works all over the place. Smart combination.
Very true, especially for parents. If I find an author that I like and trust and my kids will read, I'll buy everything they write before going through trial and error again. Now we just need to see Bilingual Child in other languages and I'll be a buyer!
Oh God, this. Suffering through bad children's books is a part of parenting, so finding a good author is a life-saver.
Re: How we tripled our revenue by adding one button
#15These users are what typically is referred to as whales. The biggest obstacle to monetizing whales is new content. Also, whales tend to be less price-sensitive. That is, they will buy what content you have at a reasonable price, and that price should be based on what those (paying) users will pay.
I don't really buy the convenience argument. It's unclear whether they released 10 books and users were still only buying 2. That is, they were unable to test whether convenience or the lack of new content was the gating factor. I suspect it was the latter.
Re: How we tripled our revenue by adding one button
#16Good deal, I think I'll buy this. When it comes to buying games or apps me or our kids the "Unlock All" option is more than just a nice to have, it's a necessity. For me personally it doesn't have to do with convenience or perceived value: Rather it's because I feel that I am not buying into a scam. If I see item (X) on the market for "Free" + in-app purchases I'm flat out not going to spend any time on it. You offer…
Yup. Especially if you're handing the app off to somebody who's just learning to read - even if the tablet is locked-down, the kid will be frustrated and need help if they get trapped in the "unlock" content while they were tapping around randomly and exploring the app. I'm disappointed so few app developers don't offer a "I just want to pay for this so you can stop marketing at me" option. Free/Freemium/pay-up-front…
The $2.99 version netted us less than $20 in the lifetime of the application. It never was ranked anywhere in the app store and thus was virtually DOA.
I agree it would be great to charge upfront - We didn't have a budget to market these applications to them to show them the value before they reach the store which would be essential in that business model. The freemium model was our only way to leverage the rankings in the store and give parents the ability to see the value in the application before buying.
Re: How we tripled our revenue by adding one button
#17Over and over again I see the pattern that if you reduce friction to let people pay you, you will make more money. Also, discount bundling is smart and works all over the place. Smart combination.
Very true, especially for parents. If I find an author that I like and trust and my kids will read, I'll buy everything they write before going through trial and error again. Now we just need to see Bilingual Child in other languages and I'll be a buyer!
Re: How we tripled our revenue by adding one button
#18Great read, but I don't see how this wouldn't be implemented from the start. It's a lot of clicking, adding up what you're spending and authorizing for in-app purchases. One click and authorization with a discount seems like a necessity.
Re: How we tripled our revenue by adding one button
#19Hello. Nice article. I just wanted to point out a small mistake where you forgot to fill in an amount: "our users who would have spent an average of $." Hope this helps (and that you read this).
Re: How we tripled our revenue by adding one button
#20"Raising our prices and adding a convenience option paid off big time for us." Since reading this, we've changed up how we're going to handle the pricing for HookFeed. Breaking it up into individual feature upgrades, and easy options/discounts for buying all of the features. Also increased rates. We won't know until we test it. But it seems like a much more attractive offer. Thanks for sharing!