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On the monetization of mobile apps

机译:论移动应用的货币化

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Though the mobile app market is substantial and growing fast, most app providers struggle to monetize apps profitably. Monetizing apps is done in two ways: a) selling advertising space within a free version of the app, and b) selling a paid version, termed freemium or in-app purchase strategy. In this paper, we present a framework for monetization of mobile apps, using two central empirical regularities concerning the relationship between users and their mobile apps: a) Sampling: While consumers have some prior knowledge of their fit with the app, they remain uncertain regarding their exact utility until they are using it; and b) Satiation: The utility of using the app may decrease with time. While work on the monetization of digital goods has largely overlooked the role of satiation and the consequent retention issues, we show that in combination with uncertainty, it elucidates the role of the segments of consumers that download the free vs. paid version of the app, and how to balance these two segments so as to monetize mobile apps. We encounter two distinct scenarios: In the first, advertising drives most of the revenues; while in the second, revenues are driven by the paid version of the app. We explain how uncertainty and satiation affect the prevalence of the respective scenarios and impact the share of revenues from the paid vs free version of the app. We also demonstrate that an app provider can profit from offering a free version with ads even if advertisers are not paying for these ads. In other words, the app provider benefits from offering a "damaged good" version of the app that includes ads, even if this version is free to consumers, and the advertisers are not paying for the ads. (C) 2019 The Authors. Published by Elsevier B.V.
机译:虽然移动应用程序市场很丰富,速度增长,但大多数应用程序提供商都在努力将应用程序批准。通过两种方式进行金属化应用程序:a)在App的免费版范围内销售广告空间,B)销售付费版本,被称为免费版或应用内购买策略。在本文中,我们介绍了一种用于货币化移动应用程序的框架,使用有关用户和移动应用之间的关系的中央经验规则:a)采样:虽然消费者对其与应用程序的拟合事先了解,但它们仍然不确定他们使用它的确切用法; b)饱结:使用该应用的效用可能随着时间的推移而减少。虽然在数码商品的货币化的工作中,在很大程度上忽略了饱满的作用和随后的保留问题,但我们表明与不确定性相结合,阐明了下载应用程序的免费与付费版本的消费者的群体的作用,以及如何平衡这两个段,以便将移动应用程序批准。我们遇到了两个不同的情景:首先,广告推动了大部分收入;虽然在第二个中,收入由应用程序的付费版本驱动。我们解释了不确定性和饱息程度如何影响各个方案的普遍性,并影响来自付费VS免费版本的收入的收入份额。我们还证明,即使广告商不支付这些广告,APP提供商也可以通过广告提供免费版本。换句话说,应用程序提供商的利益提供包括广告的应用程序的“损坏的好”版本,即使此版本是免费的消费者,而广告客户则不需要广告。 (c)2019年作者。由elsevier b.v出版。

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