This document discusses different revenue models for iOS apps, including paid downloads, sponsorship, in-app purchases, and advertising. It notes that paid downloads work best for games and utilities, sponsorship is best for niche apps but not scalable, in-app purchases require loyal repeat usage, and advertising can drive more revenue than paid but requires a large installed base. The document also provides data showing that eCPMs (cost per thousand impressions) for iOS apps are significantly higher than for Android apps in both North America and Europe. It encourages developing iOS apps and monetizing through the advertising network InMobi.
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InMobi iOSDevCamp 2011
1. 7/15/111How to Make Money WithiOSAppsThrough Mobile AdvertisingGregory KennedyDirector, Global Marketing
7. iOS Goes MainstreamSaturation point reached (500K+ Apps in iTunes)Large Players Entering Market (Sega)Now Hard to Gain Traction7/15/114
8. iPad The New OpportunityiPad and Tablets are creating new marketsMobile eco-system is still emergingTop apps are worth millions of dollars7/15/115Needham’s Charlie Wolf, raised his 2011 iPad sales forecast to 30 million.Total iOS installed base 160 Million.
9. There are only four ways to make moneyRevenue Models: Overview7/15/116Paid DownloadsSponsorshipAdvertisingIn App PurchaseEach has strengths and weaknessesSome models are more appropriate than others
10. Revenue Models: Paid DownloadStrength: Works best with gaming and utilitiesWeakness: Promotion is difficultExamples7/15/117Angry BirdsTiny WingsFruit Ninja
12. Revenue Models: In App PurchaseStrength: Requires loyal repeat usageWeakness: Difficult to achieve app loyaltyExamples7/15/119Tap ZooEbayFarmvilleGroupon
13. Revenue Models: AdvertisingStrength: Can drive more revenue than paidWeakness: Requires large installed base7/15/1110PhotobucketMoco SpaceExamplesWords WithFriendsShotgun