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RESEARCH, ANALYSIS & TRENDS



           streaming  apps  increased  by  two  times  on    •  Gaming  apps  garnered  the  highest  ATT  opt-in
           Android. Remarketing is a relatively cost-effective   rates at 54%. North American users are 32% more
           solution  for  closing  highly  valuable  subscriptions.   likely to opt-in on gaming apps compared to non-
           However, due to far less user-level data as a result   gaming,  but  it  is  non-gaming  apps  that  showed
           of Apple’s ATT framework, remarketing on iOS has    greater variance, with opt-in rates as low as 36% in
           become challenging. This has led to an increase in   Eastern  Europe  and  as  high  as  54%  in  Latin
           remarketing activities on Android.                  America.

        •  2.1% of users who install non-gaming apps that   “While  app  marketers  are  drawn  to  adopting  a
           offer  subscriptions  go  on  to  subscribe  within   subscription  pricing  model  because  it  allows  them  to
           30  days  post-installation  compared  to  gaming   better  predict  future  income  and  enjoy  a  recurring
           apps  that  convert  at  only  0.2%.  In non-gaming   revenue  stream,  in  reality,  it’s  vital  to  understand  that
           apps,  subscribing  to  content  has  become    offering a subscription model is a major commitment,”
           practically  mainstream,  whereas  in  gaming,  it’s   said  Shani  Rosenfelder,  Head  of  Content  &  Mobile
           only  a  very  small  group  of  users  who  spend   Insights,  AppsFlyer.  “Subscription  apps  thrive  when
           generously on gaming apps. Securing conversions   providing  continuous  value  and  content  and  building
           from  these  players  can  be  extremely  valuable  for   personal relationships with their users. If an app cannot
           gaming apps.                                    deliver on its promise to provide continuous value and
                                                           content, the subscription model will not work.”
        •  Subscriptions drive 82% of revenue generated
           on average for non-gaming subscription apps,    Finally,  as  usual,  keep  in  mind  that  only  apps  that
           unlike  gaming  in  which  only  36%  of  revenue   regularly  offer  new  quality  content  will  succeed,  as
           came  from  subscriptions.  When  it  comes  to   today's consumers have increasingly high expectations.
           subscription revenue, despite  a  very low share  of   ◊
           payers, 36% of revenue is driven by subscriptions
           in gaming apps that offer this pricing model. Non-                                  By MediaBUZZ
           gaming content subscriptions are well  established
           and are usually the primary, if not the only, source
           of revenue for non-gaming subscription apps.











































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