Portfolio / Blog / Monetizing Mobile Apps
Monetizing Mobile Apps
The difference in ROI on a mobile app depending on the monetizing model
Just read an interesting observation when doing some iphone development research, and it's good to see it in black and white. This comes from a blog post on ajaxian, which in turn quotes John Allsop's article from Web Directions South.
What's being outlined here is the number of customers you require to make $50KUSD from your app, and the vast difference between a pay-per-app model against the subscription model.
Let’s say you sell your App for $1.95. You’ll need to sell 25,000 copies to make $50KUSD. Hang on, Apple takes about 30% so you’ll need to sell 30% more. That’s 36,500 copies. If you look at a typical conversion rate of say 3% of downloads to sales (in my experience, good Mac apps can get that kind of conversion), if this were a desktop shareware app, you’d need to have 1.2 million downloads. That’s more than 10% of the entire projected iPhone user base for the end of 2008 interested in your app.
OK, let’s think about higher price points – at $5, you need to sell 14,000 copies to make $50KUSD, with a theoretical download of 476,000 demo copies. Up this to $10, and we are looking at 7,000 sales, and 233,000 demo downloads. And that’s for a single developer. Double this for 2 developers, triple it for a team of three, and so on.
Now, let’s compare the "sell the app" business model with the increasingly common "subscribing to a service" model. Let’s say we only have customers paying $5 a month. They are already paying $60 a year! So to make our $50KUSD, we’ll need around 1000 customers (about 14% of the number of sales of a $10 app). And I’ve factored in about 12% costs here (transaction and hosting costs, based on personal experience).