Amazon Developer Blogs

Amazon Developer Blogs

Showing posts tagged with Monetization

August 16, 2017

Paul Cutsinger

Developers can earn money for the most engaging Alexa skills across more skill categories. Each month, developers of eligible skills with the highest customer engagement in the US, UK, and Germany are paid by Amazon. 

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May 12, 2017

Andy Haldeman

If your app has a subscription with multiple subscription periods, such as monthly and annual, you may not realize there are two ways to set up the subscription in Amazon’s Developer Portal. One of these ways may lead to a poor customer experience.

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May 11, 2017

Tess Selim

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We’re excited to announce that Coinstoppable is back! From May 11th through May 25th, new Amazon Appstore US customers can save 35% off $100 worth of Amazon Coins.

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May 09, 2017

Sachi Massengale

Starting August 31, 2017, Unity, Adobe AIR, Cordova/PhoneGap, and Xamarin plugins for Mobile Ads will be discontinued and removed from developer.amazon.com.

Support for the Mobile Ads SDK and the Mobile Ads SDK adapter for MoPub will continue beyond August 31, 2017.

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May 03, 2017

Andy Haldeman

If your app offers a subscription with multiple terms (e.g. monthly, annual), the messaging that advertises the subscription may be confusing to your customers.

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April 21, 2017

Andy Haldeman

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Should you have seperate apps for Fire tablets and Fire TV? If you plan on selling the same in-app purchase items in both apps, you might want to consider the "one app" approach.

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November 22, 2016

Becky Young

According to a new report from Newzoo, global app revenues are expected to reach $80.6Bn by 2020. While consumer spending in games is expected to achieve a 17.7% Compound Annual Growth Rate (CAGR), the increasing popularity of entertainment, music, and social categories, as well as consumer willingness to pay for these types of apps, will see consumer spending in apps achieve a 30.2% CAGR.

The report breaks down regional differences in revenue growth between apps and games as well as pinpointing the biggest opportunities for developers in these regions. According to the report, mature markets such as North America and Europe will see the slowest growth over the next 5 years. For game developers, China offers a promising opportunity as the online population here continues to grow, and localized content becomes available.

Download the report to learn more about the global app market and areas of opportunity for developers.

Ready to submit your game? 

  • Click here to register for free as an Amazon Developer. 
  • Click here to download the Amazon SDK. 
  • Click here to submit your app.

November 03, 2016

Mike Hines

You work hard to convert your non-spenders (or at least I do in my apps and games). But have you ever thought about turning non-converting users into agents of positive change? Or did you realize that you could earn more money as a result of doing good. I didn't!

But then I learned about Seeds, and a discovery they made: giving non-payers the opportunity to make in-app purchases for good could be the most powerful conversion tool there is. Seeds found that non-paying users are 58% more likely to spend when their purchase is for good. And these newly converted payers go on to spend an average of $25.

The kicker: Seeds focuses on for-profit, sustainable forms of social good such as microloans. These microloans are a form of sustainable social good because they’re interest-bearing, and the capital can be lent out again and again as loans are repaid. In most regions, default rates are lower than 2%.

This sounded interesting, but when I discussed Seeds with my colleagues, we assumed it would be a pretty hard sell to convince developers who are already struggling with low IAP conversion rates to give up some of those earnings to support a for-profit organization, regardless of how noble the cause may be.

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October 27, 2016

Mike Hines

There are a lot of considerations you want to consider when developing a game, from IAP design, to level difficulty and more. While some of the basic considerations, such as “fun and engaging” go without saying, there’s an additional requirement that successful developers are increasingly taking into consideration when designing a mobile game: longevity.

Incorporate ongoing, perpetual content

In a study of the top-grossing freemium games in the Amazon Appstore, we found that 56% of a game’s revenue occurs after the first 30 days. And the players that stick around past the 30-day mark are willing to spend 60% more for in-app purchase items.

The depressing news is that about 80% of the users in our study didn’t launch the games again after the 7-day mark.

So how do you encourage more of those 80% to stick around? One solution is to design your game with a strategic approach of perpetual content. In other words, carefully create a plan to deliver ongoing, changing content. This is the approach that Wooga takes with their hidden object games, and they have been successful in their design goal to “make games fun for a year”! As a result, their customers have rewarded them with significantly higher revenues.

What does perpetual content really mean? Consider adding new game modes, outfits, weapons, maps or whatever else your users want every week or month.

Here are some other things for developers to consider in the longevity arena:

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October 20, 2016

Mike Hines

One of the biggest challenges I have in my apps is keeping users interested. If you share this challenge, you might be interested in some things that we’ve learned in the Amazon Appstore, and some simple things we found that work well to keep customers engaged.

First and foremost: customer expectations are really high. No wonder, there are so many apps available—it’s easy for them to simply delete my app and download another.

Consider this: According to Google, the average user downloads about 26 apps on their mobile device. And because average users only spend about two hours a day using apps, there isn’t much time to convince customers that your mobile game is where they should be spending their time.

How can we keep the interest of users that are swamped with a million things to do and so many other apps to distract them?

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