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Mobile users are willing to spend money on apps, but it's just a question of how.
A new Gartner survey reveals that mobile users are more willing to spend money on in-app features than they are to pay to download an app in the first place. The survey showed that users on average spend 24% more for in-app purchases than for apps themselves.
The survey included 3,000 users in the U.S., U.K., and China and asked these consumers how much they spent on mobile apps and on in-app purchases in the last three months. The results indicate that users enjoy a more flexible experience when buying features inside an app rather than paying for an app that may not have all the features they want.
Consumers spent an average of $9.20 on in-app purchases, compared to $7.40 for purchasing mobile apps. And age was a factor, as younger users (ages 18 to 34) spent more in-app while older users (age 45 and older) were more likely to just buy apps outright. Those ages 35 to 44 had an even split between the two spending categories. The survey also noted that younger users are not likely to change their habits anytime soon.
The survey suggested that developers should provide consumers with options for recurring in-app transactions and, all-encompassing, one-time upgrades for a premium version of an app.
But in-app advertisements are not the way to go, as only 20% of respondents said they "often click on advertisements contained within mobile apps." This is a problem for app creators, as In-Mobi reports that 63% of developers choose to monetize their apps through in-app advertising.
The survey arrives at a time in which many developers are struggling to increase users' in-app spending. The overwhelming majority of app revenue comes from gaming apps, which accounted for 85% of the $34.8 billion global app market in 2015, according to App Annie.
Over the past eight years, developers have flocked to create mobile games as smartphones became a mainstream consumer device. Technological evolutions including faster processors, larger screens, more input points, and better overall graphics capabilities, combined with dropping prices, brought the ability for gaming via smartphone to audiences larger than ever before.
In that growth and through that transition, smartphones as a gaming arena experienced its own evolution. More developers flocked to this medium, and the gaming sections of app stores became saturated. While mobile gaming apps using an up-front paid downloading model, wherein consumers paid a typically nominal fee to download an app, flourished in the early days of mobile gaming, the deluge of apps led to a change in monetization strategy.
More apps started using the free-to-play (F2P) model, wherein a consumer can download an app for free, and is then later monetized either via in-app purchases or in-app advertising. Since that transition, most consumers have been conditioned to expect quality mobile gaming apps for little or no cost.
Jessica Smith, research analyst for BI Intelligence, Business Insider's premium research service, has compiled a detailed report on mobile gaming that examines how the mobile gaming market has been affected by the transition to F2P monetization.
It also takes a close look at how saturation in the mobile gaming category, combined with the standard F2P model, has led to numerous issues for developers, including spiking marketing costs, the premium on acquiring users who will spend heavily within a game (called whales), and the impact that it's having on mobile gamers who do not spend in-app. The report then identifies innovations in mobile app marketing and engagement that seek to alleviate the issues of F2P and inadequate monetization in the fact of mounting marketing costs.
Here are some key takeaways from the report:
In full, the report:
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