There’s very little question at this point about the ubiquity of mobile integration with digital life. On a broad scale of the mobile market, the phrase Apple’s adopted for their App Store is “There’s an App for that”. On September 28, 2009, Apple claimed that 85,000 apps have been downloaded from Apple’s iTunes over 2 billion times. This alone is not new information.
That’s the App marketplace for just the iPhone, not counting RIM Blackberry, Android or any other smartphone. Analysts predict that the total smartphone penetration will reach 28-30% of the market, with an estimated number of users reaching 1.6 billion smartphones.
Wireless Expertise forecasts that the global mobile app market – including games – will be worth $4.66 billion in 2009, rising to $16.60 billion, in 2013.
With this said, the emergence and subsequent potential domination of the mobile market will become highly competitive, potentially lucrative and absolutely exciting. Since this is a blog about video game marketing, I want to take a step back and specifically focus on the mobile gaming market. Currently, the top mobile gaming platforms are:
- iPhone/ iPod Touch
- N-Gage
- Android Phones
- Sony PSP/ PSP Go
- Nintendo DS/ DSi
- Game Boy
Some of these are devices, like the Sony PSP or the iPhone, some of these are application platforms that are loaded onto phones like the N-Gage. Nevertheless, while the iPhone has done much to launch the mobile game revolution, its success is based on older platforms like the PSP and Nintendo’s Game Boy and DS devices.
Enough with the history, on with the measurement:
There are several critical, interdependent aspects to mobile game marketing. In marketing anything, especially to a group as tech-savvy, vocal and opinionated as gamers, the product has to come first. The game design document must be clear and focused. Is the point of the game to have fun (Witch’s Workshop), be social (iMob/ iVampire), inform (Horoscopes) or recreate an interactive experience around a known property (Assassin’s Creed: Altair’s Chronicles). Once the direction and characteristics of the game have been agreed upon, the features need to support the overall goal of the mobile game. From that point, the marketing can really begin.
The first thing to consider is the mobile gaming marketspace. When you combine the ubiquity of mobile platforms, the affordability of the games, the ease of entry and the growth potential and profitability, you’ll end up with a cluttered marketplace. This is true with mobile games and to some extent, 3rd party Wii games. When marketing a mobile video game, the first thing to do is cut through the clutter.
The game itself has to stand out, there are hundreds of Peggle clones out there. When playing iMob, iVampire or any other mobile MMO, there’s a lot of replication. In terms of iMob and iVampire, it’s the same damn game. There’s some imagery and text differentiation, but the core structure is identical. Games like iMob rely on peoples’ impatience in leveling up to entice a microtransaction to purchase items, energy and other things. If the game you’re making is a clone, marketing that game will boil down to, “Did you like iMob? Then try iVampires, it’s like iMob, but with Vampires!”. Not a particularly strong value proposition to the user. It’s ok if a game is like another game, but cloning other popular games diminishes the marketing efforts to cut through the clutter and almost guarantees a short game life.
The price of the game is critical. Naturally the goal is to make a profit on the game itself or drive interest and revenue to another property. If it takes $100 to make and market a mobile game, then at the price of $0.99, after Apple’s 30% cut on the sale, you’ll have to sell just over 150 apps at that price to start making a profit. When you consider that the mean price of apps on the Apple store is $2.65 and that the average price for apps are on a steady decline from $3.15 to $2.55 determining the price point can be tricky.

the market for anything more expensive than that will be a tough sell for most application users. While these numbers may indicate a reason to despair, according to Flurry mobile analytics, setting the price point at the right spot (with a free trial version) can actually increase revenue once you lessen the price point barrier.

When marketing a mobile video game, it’s important to balance the numbers of installations with the price in order to maximize installations and profits. Sometimes, just giving the application away can be a way to capitalize on the user’s activity in order to cross-sell, create ad supported units or create partnerships with other businesses to make up the development and marketing costs.
- The Key Performance Indicators
Simply put, KPIs for mobile applications are slightly different than for traditional web analytics. The strong indicators for the success of an application is the number of installations over time, the rate of application usage, the rate of application deletion and if the game has any social network integration, the number and rate of social network contributions. I need to look at how often people are using the app, are they using it daily, weekly, monthly or do they just download and forget about it? If I find that it takes about a month before most people delete the application, I’d consider pushing small updates to the application once every 3 weeks. If the abandonment is generally after a week, then there may be a core flaw with the application itself. At its core, the KPIs for mobile applications are about loyalty. Once again, Flurry has an excellent chart to show users’ loyalty to different types of applications.

We see here that mobile video games have a higher than average rate of use, but they fail to deliver on the retention rate. Finding creative solutions to enhance the retention on the mobile application can transform further application marketing, monetization and renewable revenue from the app.
How does your game spread? Is it because it’s a featured app? Is it because it connects to social networks like Twitter or Facebook? Does it have the ability to email or text your contacts? If it’s a social game, how can your game leverage your existing network to spread the game? This is a tricky question that has a crappy answer, it depends on the game. This is a question that needs to be answered during the design and documentation phase of the game development. Games like Doom really don’t have a mechanism for social spread, however, Spore might benefit from posting your critter on your Facebook profile. Allowing your impressive high score to populate a Twitter post could entice other people to try to beat that. When its appropriate for the game, it’s important to find relevant and natural ways for that game to replicate itself and become its own marketing machine.
- The Social Networks/ Community Management
When putting out a mobile video game, whether its on the PSP or the iPhone, leveraging the community is an essential function. First and foremost, it provides a place for people to connect and ask about tech support, resolve issues and provides a place for people to share their scores, tips, cheats and experiences with other people. One of the better successes for this type of mobile game marketing is the community that surrounds the game Pocket God. It’s a game that combines cool and unique gameplay with a fun, personable and responsive community around it. If the platform allows it, such as the iPhone, the game can integrate with any of the networks you’ve joined. A few months ago, I was working on a mobile game project in the works and had a fantastic chat with the smart and attractive guys at Spark Plug Games about how to integrate and leverage social networks into a game, at what points should those social triggers happen and using the mobile game to feed the web game, and how to use the web game to feed the mobile game. Talking to them was one of those experiences for me that revealed to me how absolutely big the potential for social gaming across platforms, social network integration (such as the gaming network GamerDNA) can be for not only marketing the game, but community creation and other aspects that gamers find standard in console or PC games.
Cross marketing should always provide value for the click. In fact, it’s critical to think beyond the click. There are several ways to cross market in a mobile video game, that generally apply to demo or free applications.
- In the game iMob and iVampire (I keep using them as an example, don’t i?), they have a bar that’s below the character information screen and above the game information section that promotes their other games. It has creatives like “Download Fighter Jets and get 10 points and a free spiked sword”. When a game like this relies on the microtransactions of their points, the appeal for a few free points is pretty high, you already know that you’ll be able to play the game and of course, when you’re all out of energy points in one game, you can play another game to get your fix.
- If I’m playing a free game that’s level based, the loading screens can become dynamic landing pages for other apps, sites, events or pretty much anything that fits with the demographic that plays the game. This is essentially the ad-supported method. I’m playing a free platformer game on the iPhone, I go from level 1 to level 2, and since the game is about zombies, my load screen could be a geo-tagged ad to go see the new movie Zombieland. As a marketer, I know that my load times could be anywhere between 10 and 20 seconds, that’s a good way to engage a captive and interested audience with a locally relevant, interesting way to promote other things through the application itself. My personal feeling is that if you’re selling an application or charging for a service, it’s probably not the best thing to advertise to them too. (It’s like how I would like to see a free ad-supported Xbox Live or a paid ad-free Xbox Live… that would just make sense).
- Capitalize on a game that already has a planned obsolescence. This would make sense for a more media oriented campaign. When the new Star Trek movie came out, I noticed that there was an app for it, and they wanted me to pay for it. While I understand that it had “extra” material, extra content and it was a neat comic prequel mini-series, it just seemed to me that it was, at its core, an ad that I had to pay to see. Essentially, I couldn’t find a single person who had it, we all thought it was B.S. to pay for what was essentially an advertisement. If this app would have been free, the options for SMS, email, regular and phased updates, media delivery could have kept people eager for more information and a level of cool interactivity could have kept the Star Trek brand, movie and products in front of more eyeballs. Yet, they chose to sell the fancy ad.
So, there you have it. For me, it’s a small step in a very big world of mobile gaming. I know that I’ve only touched the surface of mobile game marketing. As always, in marketing, the devil is in the details.
I’ve waited for a while to actually bring this article to life. It’s a massive topic and it’s full of complexity and dynamic technologies with companies working feverishly to push the limits of the platform in order to create more compelling mobile experiences. The next aspects I want to explore about mobile game marketing is how search and media marketing online and through offline partnerships can affect the sale and download of mobile apps.