Is it possible to cash in on users? 3 easy ways to boost application monetization

    - Sniff, sniff, do you have money?
    - No ...
    - Sniff out, sniff out !!!


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    In a previous article, I talked about what you can do with Appeal. Here I would like to share some very simple thoughts about monetizing applications built on the principle - “download the free version - buy the full functionality”.

    For many applications, this is, in general, the only reasonable way to make money at least. For example, we didn’t have enough imagination to figure out how to fasten an advertising or F2P model to our children's book, and users refuse to download the paid version for more than one dollar, whatever description and screenshots you come up with.

    So - three simple steps that helped us to increase the monetization of the application by one and a half times.



    Evidence



    Modesty beautifies. It's hard to argue with that. But if you are not sure that your application is worthy of a purchase - why did you even put it up for sale? Buying the full version should be as obvious and natural as breathing.

    Make a purchase offer wherever it may reasonably be.

    What have we done?
    • Having received the build from the developers, we asked to add a distinct inscription “buy” on the main screen. Large. Red.
    • A dialog with an offer to buy the full version appears each time you turn over to an unbought page. In this case, the page itself is displayed, but darkens and becomes inactive. Our task was to make the purchase an “annoying hindrance” in reading, and not a deliberate action. Entered a password - and read on yourself.
    • The buy button was also added to the table of contents and about the project


    Timeliness



    The desire to buy a product from a modern user is akin to a butterfly. Fragile and fearful. A couple of awkward movements - and goodbye money.
    If you ask for money too soon, the user will not buy. If it is too late, the user will fly away without waiting for the offer.

    Catch the user at the “peak of interest” and then offer to buy.

    What have we done?
    We put events in flurry (https://dev.flurry.com) and tracked user behavior. In the first version of the book, we offered to buy the full version on stage 5 (there are more than 20 of them in total). We were afraid that if you give more, the user will get tired of the tale and will not want to pay for the remaining content. However, having looked at user behavior, we saw that about a third of users closed the application on the second stage (realizing that this was a fairy tale, albeit cool). But those who read to the third scene almost no longer “fell off” - reading the book to the end. That is, we could give users more free content without fear that they would get tired of the application. We transferred the purchase to scene 13 (more than half) - and monetization increased by 18%.

    No is not a denial.



    If the user said no, this does not mean that he did not like your application. It's just that for some reason he is not yet ready to buy it.

    Find out what the user was missing. Give it to him. And again, offer to buy.

    What have we done?
    According to our statistics, more than half of users make a purchase 3 days after installing the application.

    After refusing the purchase, we display a mini-questionnaire for the user.

    Please help us get to know our readers better! Why did you refuse the full version of the book?
    1. Too expensive for me
    2. I have grown from fairy tales
    3. I still need time to think
    4. I don't like the book


    And, for example, if the user selects the first item - he is given a "special offer" - the opportunity to buy the full version with a significant discount. Indeed, as many users correctly notice, the cost of a digital copy tends to zero, and the user has already refused to buy the application at a normal price.

    And how do you increase monetization in your applications?

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