Showing posts with label Game Marketing. Show all posts
Showing posts with label Game Marketing. Show all posts

Monday, June 10, 2013

[Android Tips]: Getting users to +1 your app

In order to improve your application's ranking in the Google Play store, you should get users to +1 your app.  You can do this using GooglePlayServices and the PlusOneButton Android UI element.  Here is a simple layout file that includes the plus one button:

[code]
<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="wrap_content"
android:orientation="horizontal"
android:padding="10dip"
android:background="@android:color/black" >

<com.google.android.gms.plus.PlusOneButton
xmlns:plus="http://schemas.android.com/apk/lib/com.google.android.gms.plus"
android:id="@+id/plus_one_button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
plus:size="tall"
plus:annotation="inline" />

</LinearLayout>
[/code]

It creates the following User Interface Component:
google_plus_button_layout

 

 

Then in your MainActivity's onResume method you can check to see if the layout is visible and then initialize the button:

[code]
@Override
protected void onResume() {
super.onResume();

if (plusLayout.getVisibility() == View.VISIBLE) {
// Refresh the state of the +1 button each time the activity receives focus.
mPlusOneButton.initialize(mPlusClient, APP_URL, PLUS_ONE_REQUEST_CODE);
}

}

[/code]

 

The APP_URL is the link to your app on the Google Play Store

The PLUS_ONE_REQUEST_CODE is any integer value >= 0

Building on the AppRater code base, you can modify it to set a flag when you want to show the plus_button_layout to the user, similar to the following:

[code]

public class AppRater {
private final static int DAYS_UNTIL_PROMPT = 1;
private final static int LAUNCHES_UNTIL_PROMPT = 4;

public static void app_launched(Context mContext) {
SharedPreferences prefs = mContext.getSharedPreferences(PreferenceConstants.PREFERENCE_NAME, Activity.MODE_PRIVATE);
if (prefs.getBoolean(PreferenceConstants.PREFERENCE_SHOW_PLUS, false)) { return ; }

SharedPreferences.Editor editor = prefs.edit();

// Increment launch counter
long launch_count = prefs.getLong("launch_count", 0) + 1;
editor.putLong("launch_count", launch_count);

// Get date of first launch
Long date_firstLaunch = prefs.getLong("date_firstlaunch", 0);
if (date_firstLaunch == 0) {
date_firstLaunch = System.currentTimeMillis();
editor.putLong("date_firstlaunch", date_firstLaunch);
}

// Wait at least n days before opening
if (launch_count >= LAUNCHES_UNTIL_PROMPT) {
if (System.currentTimeMillis() >= date_firstLaunch +
(DAYS_UNTIL_PROMPT * 24 * 60 * 60 * 1000)) {
editor.putBoolean(PreferenceConstants.PREFERENCE_SHOW_PLUS, true);
editor.commit();
return ;
}
}

editor.commit();
}

}

[/code]



*** Download our first game: Word Crank today for free: Available on iOS and Android***

Sunday, August 26, 2012

Becoming Amazon's Free App of the Day

Word Crank Elite is Amazon's Free App of the Day for Monday, August 27th, 2012! So how did this come about?  First, we made an awesome game;-), next we received an email from Amazon:
"We noticed your app Word Crank Elite v 1.3.0 and think it is an interesting candidate for our Free App of the Day promotion."

Ok great, so what happens next?  We agreed to the terms as stated in the email and then we waited. We eventually heard from someone on the Free App of the Day (FAOTD) Team, and were notified that our application had passed all testing; however, they wanted us to reconsider how we were integrated with OpenFeint.

Apparently, other apps had received 1-star ratings by having the OpenFeint pop-up as soon as the application was loaded.  In order to work around, this we removed the default configuration and allowed users to choose if they wanted to use OpenFeint when they click the "SCORES" button.  Once that was done, we resubmitted the new version of the application and waited again.

This past Friday we received notice that our game would be featured on Monday, August 27th.  After which I personally ran through my house and kissed everyone!  We are very excited to have been given this opportunity and will report on the results in another week. So stay tuned!

Thursday, November 3, 2011

October with HOT 99.5: How did we do?

During the month of October we ran a multifaceted campaign with HOT 99.5, a local Washington, DC radio station.  So how did we do?  Here are some of the statistics.


AdMob Revenue


During September we made ~$11 from the AdMob ads that run in the free version of our game.  For the month of October we made about ~$16, so we made about 5 more bucks.  Impressive?  Not really to us...

Word Crank Page Views


Our Word Crank page was another key aspect of our campaign, as it was the URL that we chose for the "Text Back" feature of our campaign.  We went from 28 views in September to 203 views in October.  That was over 7 times the traffic!  For us that was a huge win as it exposed people to our brand and hopefully helped us to get a few downloads and followers of the blog.

Number of People Playing


The October Google Analytics data is shown in the following graphic.  When the numbers were compared against our September data we saw a 25% increase in visits.  We are going to go ahead and give the HOT 99.5 campaign credit for that as well.

Reputation


Our reputation has been the clear winner for us.  Doing this campaign has increased our visibility and really given us tons of credibility with our friends and co-workers. Improved reputation can be a very strategic tool for any small company.  Before doing the campaign our friends and family were our biggest fans, but once they heard the commercials on the radio they began to create more buzz and do even more word-of-mouth marketing for us.  Read my post here about why word-of-mouth marketing is so powerful.

Overall, we are happy with the results.  We would have loved to get a bit more "bang for our buck", but we can always do it again.  Final words of advice to others who may be starting out and considering marketing opportunities, radio is not the best place to start out.  We were able to see comparable gains advertising via AdMob.

Sunday, October 16, 2011

A Word Game That Does Not Try to Save the World

So what makes our products unique?  One of the rules of marketing is to know your product and be prepared with an elevator speech.  You know, a 30 second pitch prepared, the time of a typical elevator ride about your product and what sets it apart from all others.

So here goes:

Introspectively speaking, due to experiences in life unique solely to us, our acuity is shaped causing anything we create to be different from anyone else.  And blah…blah…blah…

So now that we’ve cleared the air and have identified on a cosmic scale what makes our product unique, looking on a more rudimentary scale, what motivated the creation of Word Crank?  Put simply, a desire to find a word game that we would actually play.

We’re not intimating that there weren’t any good word games out there, because there are.  We were simply looking for a game that combined elements of Word and Arcade style gaming that we both would be interested in.

You see although being siblings, we have two different backgrounds and stakes in our product.  Here comes the very exciting history lesson: 

Our CTO is a computer programmer by profession, and has single-handedly coded all of our projects. Her objective when creating a game centers on playability and usability.  The code has to work and memory allocation is central around enhancing the user’s experience.

The CEO’s experience with coding begins and ends with formulas for excel worksheets.  With a background in business and an avid “gamer”, for him it just has to pop and be fun.  “No chipped paint” as Walt Disney articulated around his reason for creating Disneyland.  It just has to look good!

Combine these and you get Word Crank our very first release.  A word game that’s not buggy, has a very expansive dictionary and does what it’s supposed to do (in our developer voice).  But then it does something else.  It creates an atmosphere with a beautiful UI (User Interface).  A word game with elements of grunge, hip hop, pop, and action!  (Guess whose voice added this)

You see, both voices played a major role in the creation of Word Crank.  We combined programming principles which allow our game to play smoothly and feel effortless.  We also brought arcade to our game by not just allowing you to make the word C-A-T and get 50 points, YAY *sarcastically* but we brought engaging music, cool animations, and some serious themes.

We thank all of our 5k+ downloads on the Android market and are excited that overall reception has been positive with only 6 users rating below 4 stars (send us a message on what you’d like to see to change that to a 4/5) We’re going to keep making cool apps that people like and promise to never take ourselves too seriously but remember it’s just a Word game that doesn’t try to save the world.

Thursday, September 15, 2011

Mobile Game Marketing: The Power of Word-of-Mouth

When marketing your mobile game don't underestimate the power of Word-of-Mouth Marketing.  Well, what is Word-of-Mouth Marketing?  It has been described this way by the Word Of Mouth Marketing Association:
"The act of consumers providing information to other consumers...It is the art and science of building active, mutually beneficial consumer-to-consumer and consumer-to-marketer communications."

What can that mean for you and your business?  Well, basically you need to make a great product and provide tools to make it easier for your customers to share how wonderful your game/application is with others.  You may think that this form of marketing is free, but that is not necessarily the case.  You need to provide infrastructure that makes this type of consumer-to-consumer marketing successful and it does require lots of time to keep up with the different front-facing tools that you choose to implement.

In marketing our first game, Word Crank, we have used the following tools to facilitate the Word-of-Mouth process.

Tools



  • Facebook Fan Page

  • Twitter Account

  • Blog with sharing abilities

  • YouTube Channel

  • Reddit Account

  • OpenFeint integration in the game

  • Email


Making use of these various tools takes time, as you have to constantly make posts and send updates.  But more importantly you allow your customers the opportunity to provide feedback and then easily share the information that they have received with others.  So far we are happy with this area of our Marketing endeavors.  However, it's challenging to say for sure quantitatively what the impact has been up to this point.

Friday, September 9, 2011

Our Game Marketing Post featured on Trove.com

Recently one of our posts was featured on Trove.com.  For those of you who don't know yet, Trove is an up and coming News Aggregator that incorporates Social Media throughout.  We were proud to have our article featured under the "Facebook Advertising" topic.

Tuesday, September 6, 2011

Advertising your Mobile Game's Fan Page with Facebook

So recently we have decided to advertise our Word Crank Fan Page using the Facebook Ads capability.  Taking advantage of social media to promote your Android or iOS application is becoming the standard among the majority of game developers today. Almost all of the top hundred apps have a Facebook presence, so we of course jumped on the bandwagon to help promote our game.

The Facebook Ads infrastructure allows you to target certain demographics for your ad campaign.  What's unique about advertising with Facebook is that you have the ability to target potential users via their interests and likes.  Not with that being said we initially targeted users who liked things such as, "music", "gaming", "reading", etc.  We believed that these users would be more likely to become fans of Word Crank.  However, we saw very low click-through-rates for those users.  The next stop was to just target anyone, regardless of their interests and the clicks started coming through.  Below are the results for the past few days with the new adjustment in targeting.



We were able to get 14 new "likes" out of the 34 people who actually clicked the ad.  Before this we only had 1 new "like" from the Facebook Ad Campaign.  We are happy with the results, and since this is a new game we will have to give it some time to see what impact the Facebook Fan Page is going to have on our marketing efforts.  One downside of the Facebook generated ad however,  is that you don't have a lot of flexibility in the layout and colors.  They use a standard template for all of the ads, so you have to be creative with the picture you choose and its accompanying wording.  I hope that soon Facebook will allow for more layout options.

Please feel free to ask questions/comment.  Thanks.

Wednesday, August 31, 2011

Our first YouTube review!

We just had Word Crank reviewed on YouTube!
This is an excellent review which discusses how addictive the game truly is.

Check it out:  http://www.youtube.com/watch?v=ZyBu7B9qFo8

Friday, August 26, 2011

Take a chance on Android

Have you created an Angry Birds, Fruit Ninja, or Cut the Rope game?  If so let me start by saying congratulations and may I borrow $20?   

For any other indie developer looking to break into the ever-growing mobile application market understand that competition is fierce, in particular on the iPhone.  With developers spending in some cases an estimated 100,000k + dollars (Angry Birds) it is very difficult to keep up with development companies when your typical indie developer is on a shoestring budget.  So what’s the antsy aggravated atypical developer to do?

Here comes the Android operating system with its open source indie roots.  Android has taken fire by critics for the “lack of quality apps” as well as the difficulty in making money with paid apps.  This leaves some developers scurrying to IOS with its safer
yet overcrowded marketplace.  I suppose the glass can be seen as half empty or half full?

For the developer looking to gain experience that has a vision they would love to share with the world, Android may be the best platform to use.  The market is growing exponentially and figures show that the sales of android devices have outpaced that of the iPhone.  As more developers create projects for the Android market, the quality of the app store is sure to increase as well.

Why not take the less beaten path and try your hand on the android market?  Depending on the type of app that you’re developing, the free model which lends itself to the android market may bring you more success.

Sunday, August 21, 2011

Should My App Be Free? The reason we say YES! – sort of…

Months of hard work, countless hours plugging away at code, 150 cups of coffee and finally your app is finished! Now comes the question of whether to make the app free, paid, or both. Sidebar: A lot of the decision will be based on the type of application. The free model is not always apposite. Consider “exempli gratia” the ticket price of your app. If your app is a high-ticket item, ad revenues may not recover the loss of sales from a paid version. In this case a trial version of your app or an in-app purchase to unlock all features may be more appropriate.

After weighing the cost, if you do decide to go with a free version have no fear! There is still opportunity to make money. Paid vs. Free in some ways can be compared to selling a house or renting it out. If you sell (paid) a house, you can receive a large sum of money at once, however by renting (free); you are able to generate steady income over a protracted time period.

Ads can generate a substantial amount of revenue if you have enough active installs, a high eCPM and a high Fill Rate. For obvious reasons, free apps generate more downloads. Reports have shown that almost 80% of all paid android apps have less than 100 downloads compared to fewer than 20% of free apps. Understanding the composition of the market your app will be in is also important. The Android Market based on the open source theory, can acclimatize a free app, whereas Apple has created an ecosystem based upon a philosophy friendly to paid apps.

Screen real estate for your ads is another point of consideration. Does your app provide adequate space for an ad? Android users are accustomed to ads, however making overly obtrusive ads can result in uninstalls and less time spent enjoying your game. With enough downloads, a great marketing plan, and sheer determination, you may even be able to have your app sponsored. A sponsorship would benefit a company looking for a cluster of the market to advertise their product to, while allowing you to reap the benefits through revenue. This would be compared to Google and their business model.

If you are still apprehensive about making a free version of your app, why not do both?

Make a free version minus some of the features of the paid version, and focus your marketing towards the free app assuming there will be some spillover to the paid version.

Word Crank is currently making more money with the free version than the paid.

Monday, August 1, 2011

First Week on the Android Market

So we have officially ended our first week of Word Crank, on the market and wanted to share some of our statistics to help benefit others.  Therefore, below you will find what the Android Market currently has for our stats:


As you can see we had 807 installs for the free version and 4 for the paid version.  We are very happy with these results.  We were hoping to hit 1000 downloads by the week end, and even though we didn't achieve that goal, we came pretty close!

Other statistics that we wanted to share are from Google Analytics, we track user engagement with our game and were very excited to see the amount of time that people spend playing Word Crank, almost 15 minutes per user.  See below for more details.



Finally the Android Platform enables you to track the source of your downloads, we used this feature once we decided that we would run a short AdMob campaign.  We ran the campaign for the last 3 days of the week.  Here is a graph that shows the amount of users who play the game that came directly via the market versus those who came through AdMob.



We hope this data proves helpful to others who are launching their first game on the Android Market.