Dec 22, 2024 | Updated: 11:35 AM EDT

Best Practices: Mobile App Revenue

Nov 17, 2013 05:27 PM EST

Gaming apps are known to product the highest CTR metrics. It is important to constantly learn and grow within the app market for developers. Developers who have a clear focus and strategy can capitalize on primary locations and improve the quality of their overall CTR. Audience engagement and marketing strategy is also crucial for success.

Gaming is relevant to CTR metrics. There are many online gamification areas that can be tracked in such analysis. Ad relevancy is significant to display ads for apps. The ad placement strategy should impact the CTR. This metric is important when integrating the optimization of features such as text, banner, photos and more. Click-through rate also impacts Global Fill Rate or ad inventory percentage from paid ads.

Coca Cola’s Android app has great online gamification social initiatives to its Big Data. Coca Cola's Online Gamification future is Facebook, customer mass markets, Fans on My Coke Rewards and Coca-Cola Freestyle. To stay ahead of competitors the start up should be able to meet the demand in the right way whether by the internal company objectives or being ahead of the overall growing market, better than rivals.

Google Play

The Nike+ app for Android is innovative for the market. It stands out by combining the product, service and data to software in its running shoes. It meets a competitive objective being able to deliver online gamification a unique model than its competitors. Nike+ allows users to track mileage and running habits then upload data online for managing workouts. Nike+ also meets the gamification objective in reference to being able to engage users at higher levels. By creating a community site, by creating information on marathons and more, users can engage more.

Black Friday mobile apps with retailers are also quite clever for sales. Consumers have opportunities to be rewarded with various perks offered while at the same time being offered a different way to purchase outside of the traditional model. Flexible and convenient solutions allow the user to get the best out of user centric mobile apps. Android apps have great potential  in that they are designed to enhance user experience, engage customers and build mobile brand.

Gamification and culture are also pertinent areas to explore. The engagement using these platforms are powerful. Employees have ability to complete training programs and make real progress in gamification. Using social platforms to recruit candidates benefits this process. An online gamification organization has to first identify objectives and think in terms of opportunities, leverage, as the right initial questions. The more well defined objectives, the better.

Adobe

The total gaming industry is expected to reach $83 billion by 2015. According to PWCAdvertising budgets allocated to internet media represented 16% of total advertising expenditure worldwide, and this figure could reach 21 percent within the next four years.” Market dynamics continue to shift at “an unprecedented rate.” It is anticipated to be 55 percent of mobile and tablet app revenue in 2016. The Free to Play model continues to grow its share of the gaming market, and is expected to be 93 percent of app downloads in 2016. The modern loyalty and gamification measures require an update to address the digital lives of our customers and employees. Competition continues to move towards free to play, communal games and paid business models, with gamification actively attracting VC investment.

The Global Gamification market is expected to grow to 99 percent from 2012-2016. The industry is expected to reach $2.8 Billion by 2016.  The growth of the Global Gamification market is driven by many factors such as the market’s ability to optimize in consumer engagement. There are several disruptive technologies that have emerged over the past few years–gamification, 3D video, IPTV, multiuser gaming, and augmented reality. 2013 has challenges for gamification and potential disruptions. Consumers will continue to lead  in the adoption of these innovations.

Measurement is crucial to overseeing these type of app initiatives. Any gamification service articulated with quality is most important. Organizations should address monetization honestly. Online Gamification requires the correct budgets. The process involves limiting quality and scope of work to be done for price will not serve in best interest. With the right strategy and implementation to achieve the correct engagement results this is possible. To engage, collaborate and share within the workplace and for training are some key challenges.

As the Online Gamification technologies evolve growth of mobile apps will also have to adapt to meet new market demands such as app monetization for growth. Online Gamification customer experience is so much more valuable than just advertising the message for the brand. The consumer expectations are even greater. Perhaps the shifts in consumer experience to more personalization and new technologies could ease adoption rate for the industry. It seems most enterprises are trying to focus in on certain strategy areas yet still having to also focus on the consumer.

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