Fire proactively brings your apps and content to customers with the enhanced home carousel.
Fire’s home screen includes several capabilities to help customers do things quickly. Beyond fast and predictable navigation with the right and left panels and the app grid, the home carousel helps customers get right back into your app.
Weather app showing the next three day’s weather |
In the screenshot to the left, the built in weather app is shown within the home carousel. Each app has the ability to show a list or grid of information and actions in the carousel widget. You can see this right below the weather app’s icon. Because it gives you nearly half the screen, an app can easily show three items on the screen and the customer can scroll to more. The Weather app has designed their widget to show the weather for the next three days. You can see the day, the temperature and a visual forecast. Tapping the Weather app widget triggers the action associated to it, which takes you straight to that day’s weather in the app. You can drive customer engagement for your app by designing a widget to have the information and actions that are most interesting to your customers.
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The carousel widget enables you to expose content related to your app without the customer needing to launch your app. You customize the user interface to keep customers informed even when they’re not in your app and then, give them easy access back into your app.
Developers often track engagement metrics like 1-day, 7-day and 30-day retention and they work to increase the number of people that use their app day to day. Of course this starts with interesting content, but it’s also important to draw people back into the app using a devices services like Game Circle and Notifications . Now, with the release of Fire, there are two new ways to augment your app: Firefly and the Active Carousel Widget.
The Active Carousel Widget contains a list or grid and you can also configure it to show more information when the customer uses peek. The examples below show how a widget might look as a simple list or with more detail like icons, descriptive text or star ratings.
Beyond seeing information from your app, customers can also tap an item in the widget to launch your app. The widget communicates with your app through intents that you define. Your app manages all changes to the widget, including the information shown and the behavior it invokes. When the customer taps an item, they are taken directly to the right place in the app – it can start an activity, or broadcast the intent.
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Your app can also display a numeric badge on your icon for things like unread messages, new deals or fresh content. |
So, with Fire, you have more ways to attract your customer’s attention and to engage with them.
Zillow shows a list of nearby and recently searched homes |
Zillow is a home and real estate marketplace helping customers find and share information for making home-related decisions and connecting with professionals.
The Zillow widget shows an updated list of open houses in the area and up-to-date details on homes from a customer’s saved searches.
This is a great example of bringing engaging information to the surface. When customers notice an interesting house, they can tap it and be taken right to it’s listing within the app so they can immediately learn more it.
Zillow also integrated with Dynamic Perspective, the right and left panels and peek.
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StubHub shows a list of recently viewed events |
StubHub allows fans to buy and sell event tickets.
In StubHub’s widget, customers can see recently viewed and upcoming events. They can tap to see all the details. So, you can imagine a scenario where a customer was browsing upcoming shows but wasn’t really ready to make a purchase. With the design that StubHub chose, customers will be reminded of events and given the opportunity to get right back into the app to make a purchase.
StubHub also extended Firefly so that they can connect people to events when they’re listening to music. If you’d like to learn more about Firefly and how StubHub integrated with it, you can read about them in the Firefly blog post. |
Terraria shows a list of active worlds |
Terraria is an action-packed adventure game that recently came to Fire TV and Kindle Fire.
They use the widget to give customers one tap access to their saved worlds. If you’re building a game, you may choose to do something like this or show leaderboard and achievements or even things such as which friends are on-line.
Terraria took full advantage of the new APIs in the phone. They support the Right and Left Panels to give customers one-handed shortcut access to their inventory. They used Dynamic Perspective to enable looking around the map and zooming just by moving closer or farther from the screen.
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The designs for each of the examples above are intentionally different. They’re tailored to that app and it’s customers. Because this is about how you can engage with your customers, it’s important to think through the scenarios that would interest and bring them back to your experience.
For carousel widget development, you’ll be interacting with the HomeManager to create a widget, update a widget, react to taps, define the empty widget behavior and add numeric badges to your app icon.
Here’s an overview of the code you’ll need to create a widget. Please see more detail in the SDK documentation.
//Instantiate your widget
GroupedListHeroWidget listWidget = new GroupedListHeroWidget();
//create list entries
ListEntry listEntry = new ListEntry(); listEntry.setVisualStyle(SHOPPING); listEntry.setPrimaryText("Hello, world!"); listEntry.setPrimaryIcon(ICON_URI);
//add your list entries to a list
List listEntries = new ArrayList(); listEntries.add(listEntry);
//add your list to a group and add the group to the widget
Group group = new Group(); group.setListEntries(listEntries); listWidget.addGroup(0, group);
//finally, add your widget to the Carousel by replacing the default system widget
private HomeManager mHomeManager; protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // ... create widget mHomeManager = HomeManager.getInstance(this); mHomeManager.updateWidget(listWidget); }
You can then update the content of your app widget at any time. If the widget is in focus when you update it, the new data appears immediately. Otherwise, the new data appears the next time the widget is created. If you are using a list display, you can add, update, or remove items from the list incrementally without forcing a refresh of the entire list. Incremental updates are animated.
// Pass a value (int) to the HomeManager’s updateNumericBadge method.
mHomeManager.updateNumericBadge(38); //numbers over 99 are shown as 99+
// hide numeric badge by setting value to zero
mHomeManager.updateNumericBadge(0);
At the time you create an item you can define an intent that gets sent when that item is tapped. You can optionally include extra string data that identifies your item to give the receiving activity the ability to know which item was tapped. Use the item's setContentIntent(HeroWidgetIntent) method to set an intent.
HeroWidgetActivityStarterIntent intent = new HeroWidgetActivityStarterIntent( FULLY_QUALIFIED_CLASS_NAME, EXTRA_STRING_DATA ); listEntry.setContentIntent(intent);
If you use a HeroWidgetIntent intent, you need to declare a broadcast receiver in the AndroidManifest.xml. A broadcast receiver registered at runtime does not receiveHeroWidgetIntent intents. (See example Manifest and broadcast handling code)
The Fire Phone SDK includes an API Simulator tool for developers who do not have access to a Fire phone. The API Simulator enables you to test basic app features, such as side panels and home carousel widgets using a regular Android device or emulator.
The API Simulator Tool page explains, step by step, how to configure your app for use with the API Simulator and test your app's use of Peek, Tilt, panels and the home carousel widget on a stock Android device or emulator.
Create immersive apps that respond to the way a customer holds, views and moves the phone. We have updated Appstore Developer Select, Amazon Mobile Ads API, and Amazon Testing Services with more incentives:
Now is the time to submit your apps and games! Apps that are submitted by July 18 and approved will be in the Amazon Appstore when Fire ships on July 25.
Get a free Amazon Appstore developer account
@PaulCutsinger
Fire, the first smartphone designed by Amazon, introduces a new technology called Firefly which enables customers to quickly identify printed web and email addresses, phone numbers, QR and bar codes, plus over 100 million items, including movies, TV episodes, songs, and products. Customers simply press and hold the dedicated Firefly button to discover useful information and take action in seconds.
With the Firefly SDK, developers can build apps that recognize real world objects—music, movies and more—and let customers interact with them. As a developer, you can create more immersive experiences that increase both engagement and the frequency of app use. The Firefly SDK comes with built-in recognizers and databases for products, music, movies, URLs, and websites, as well as built-in actions such as dialing a phone number, looking up an object on Amazon or going to a website. Developers can use the Firefly SDK to take advantage of the built-in recognizers, databases and actions.
An important success metric for any app is engagement, a measure of how frequently and how long people use your app. You need to find ways to bring customers back day after day. Building a Firefly-enabled app is a new technique you can use to get customers to discover your app, sign up and then to come back frequently.
A Firefly-enabled app delivers actionable options (for example, customers can buy concert tickets for a recognized artist) or supplemental item information (for example, the amount of calories in a drink). Customers then have fast and easy access back to your apps, services and brand when they’re actively engaged and interested.
Here are a few examples of how iHeartRadio, StubHub and MyFitnessPal have made use of Firefly to give their apps greater exposure to both new and returning customers. All of these examples start when the customer activates Firefly. They do this by pushing and holding the Firefly button on the left side of Fire. Once an item is identified, a list of actions showing the Firefly-enabled apps is offered.
iHeartRadio enables customers to listen to live radio stations, create their own artist or song-based custom station from a catalog of more than 19 million free songs, or tune in to thousands of shows and personalities on demand for free. When paired with Firefly, the customer can identify a song with one button press and then directly launch iHeartRadio to create their own station based on that artist.
The team at iHeartRadio utilized the Firefly SDK’s built-in music recognizer and music database to identify songs. They built their own Firefly action to create iHeartRadio Custom Stations based on the artist and song that Firefly recognizes. “Our integration allows listeners using Firefly to seamlessly discover music in a whole new way,” said Brian Lakamp, President of Digital for Clear Channel/iHeartRadio. “The Firefly SDK implementation enables music lovers to quickly dive into an iHeartRadio custom experience featuring a variety of songs similar to the one they just heard with just a touch of a button.”
StubHub allows fans to buy and sell event tickets. StubHub used the Firefly SDK to let customers identify songs playing in the background and take various actions. “StubHub used the FireFly SDK and the built-in song recognizer, added a Firefly database of concerts and created a ticket purchase action so when customers hear a song in the background they can find out if the band is playing in their area and buy tickets,” said Brendan Weinstein, Android Development Lead at StubHub. “We extended the experience further by using the Dynamic Perspective SDK to bring users right into the concert—letting them look around a stadium or arena to get the feel for the specific seat they are interested in.”
This is a new way for customers to use the StubHub services. When they use Firefly to identify a song or an artist, they have direct access to the Firefly-enabled StubHub app and can be browsing upcoming events before the song is even over.
MyFitnessPal is a free and easy health and fitness system that helps you attain fitness goals. Using Firefly’s built-in product recognizers, the team at MyFitnessPal has added custom actions to give customers nutrition information and to help them easily track their daily calorie intake.
When a customer scans a physical product, barcode or QR code for a food item, MyFitnessPal’s actions and extra information about that food are offered to the customer. They can then tap the item and go directly and add that food item to their diary in the MyFitnessPal app.
In all of these examples, the app and its services were activated in the context of the customer’s activity. They didn’t need to open an app and navigate to the right screen. Instead, they were able to identify a song, product, barcode, QR code or movie soundtrack, and then launch directly into the app they wanted to use.
Firefly-enabled apps have more options for bringing in new customers and then engaging with them more frequently. Better engagement leads to higher customer satisfaction and ultimately, to better revenue.
The SDK for Firefly includes the library, developer guides, docs and several samples to get you going.
Paul Cutsinger
@PaulCutsinger
Were you able to attend Amazon’s Pre-Conference Developer Day at GDC 2014? Video recordings of all the sessions are now available online, so it’s not too late to learn how Amazon can help you build, engage, monetize and distribute your game.
Amazon hosted a day of pre-conference sessions at GDC 2014. Amazon experts demonstrated how AWS and Amazon’s mobile services can simplify every stage of game development including: building the backend, expanding to additional platforms, and scaling to handle more players. The day also featured customer case studies that revealed best practices around: game architecture, game design, cloud technologies, and monetization strategies.
The sessions videos and supporting slides are shared on our GDC 2014 page. The sessions posted include:
For more information about developing cross-platform games with Amazon, working with the services discussed in the videos, and expanding to additional devices such as Kindle Fire and Fire TV, visit our developer website and the AWS gaming page.
To register for a free developer account, click here.
-peter (@peterdotgames)
The Cordova Push Notifications Plugin is a project that lets hybrid web app developers create apps that respond to custom push notifications from services such as the Apple Push Notification Service (APNS), Google Cloud Messaging (GCM) and most recently Amazon Device Messaging (ADM). This enables hybrid web apps to be notified when an online service has information for it - such as a personal message, sports score or appointment - even if the app is not currently running.
If you're unfamiliar with Amazon Device Messaging, it's a simple, efficient and free messaging service from Amazon that lets developers send push notifications from the cloud to Kindle Fire devices, helping app creators more deeply engage with their customers by keeping them up to date and involved.
You can find the plugin, and complete documentation on the Cordova PushPlugin Github repository, but here are the basics on getting started using the plugin for Amazon Fire OS.
Amazon Device Messaging works similarly to the other push notification services and has three main parts involved in the process:
The Cordova Push Notifications Plugin allows your hybrid web app to use JavaScript to register with the ADM Server and receive notification events when sent from your server.
Please note that ADM only works with Fire OS devices and the Cordova Amazon Fire OS platform target. For more information about setting up a Fire OS Cordova project, please see our earlier blog post, Building Higher Performance Cordova-based Fire OS Apps By Implementing Amazon WebView Support.
In order for your server to send notifications to your app, both the server and app, need to be authenticated/registered with the ADM Server:
You will need to make note of the OAuth Credentials (Client ID and Client Secret) to be used on your notifications server and the API Key to be used in your client app. These can be found on the Security Profile Management pages in the areas marked in green below:
Below is a graphic which shows a general overview of the authentication process and how your client app and your server to authenticate and register with the ADM Server:
Once you have created an initial Cordova app for the Amazon Fire OS platform, use the standard plugin command from your project directory to install the Push Notifications Plugin.
cordova plugin add https://github.com/phonegap-build/PushPlugin.git
This will download the plugin and install it in your app's project directory. There will be a new folder called <com.phonegap.plugins.PushPlugin> inside your project's plugin directory. This folder contains: the source files for the plugin, an Example directory that has a sample web app you can use to receive ADM notifications on the client, and a Node.js script you can use to send notifications, simulating what a server would normally do.
Before you can start testing notifications, you will need to follow the steps below to download and install the ADM support libraries and add the proper credentials to your project.
The push notifications plugin needs the support files found in the ADM API. Follow these steps to download the SDK and install the library files in your Cordova project:
java.compiler.classpath=./ext_libs/amazon-device-messaging-1.0.1.jar
Here's a basic web app that can be used to test receiving notifications on the client. Create new index.html and index.js files in your project's www directory and copy the markup/code below.
The index.html page is simply a container for the messages to be displayed on the device:
index.html:
<!DOCTYPE html> <html> <head> <title>ADM Test</title> </head> <body> <h1>ADM Test</h1> <pre id="container" style="word-wrap:break-word"></pre> <script src="cordova.js"></script> <script src="index.js"></script> </body> </html>
The index.js script uses the PushPlugin to display notifications received on the client.
index.js:
var container = document.getElementById("container"); var pushNotification; document.addEventListener("deviceready", handleDeviceReady, true); function handleDeviceReady(){ pushNotification = window.plugins.pushNotification; pushNotification.register( handleSuccess, handleError, {"ecb":"handleNotification"}); } function handleNotification(e) { log("**** EVENT RECEIVED: " + e.event ); if(e.event == "registered"){ if(e.regid.length > 0){ log("REGISTRATION ID: <br>" + e.regid); log("<a href=\"mailto:?subject=ADM%20Registration%20ID&body=" + encodeURIComponent(e.regid) + "\">Email Registration ID</a>"); } } else if(e.event == "message"){ if ( e.foreground ) { log("FOREGROUND NOTIFICATION"); } else { if ( e.coldstart ) { log("COLDSTART NOTIFICATION"); } else { log("BACKGROUND NOTIFICATION"); } } log("MESSAGE: " + e.payload.message ); log("TIME: " + e.payload.timeStamp ); log("URL: " + e.payload.url ); } else if(e.event == "error"){ log("ERROR: " + e.msg ); } } function handleSuccess(result) { log("Plugin Success: " + result ); } function handleError(error) { log("Plugin Error: " + error ); } function log(msg){ container.innerHTML += msg + "<br>"; console.log(msg); }
Notes about the JavaScript:
Once you have your client app ready, use Cordova's command line to install the app on your test device (usually using the "cordova run" command). If you have set up everything correctly, the app will start, authenticate with the ADM Server and display the Registration ID unique to your device/app to be used by your notifications server.
Normally, you will have a dedicated server which sends app notifications via the ADM Server, using the Registration ID to uniquely identify each instance of your app running on a specific device. Your app will be responsible for getting the Registration ID from each registered device to your server.
For testing purposes, we are instead going to use the pushADM.js Node script found in the <project_path>/plugins/com.phonegap.plugins.PushPlugin/Example/server folder. This script acts in place of your server, authenticating with Amazon and then pushing notifications to the ADM Servers to be delivered to your app. (Node is a prerequisite for Cordova, so you should already have it installed on your system.)
Before we can use the script, we need to add in your OAuth Credentials and Registration ID. Here is a snippet from the top part of the test script that you will be editing:
pushADM.js:
// Client ID and Client Secret received from ADM portal var CLIENT_ID = ""; var CLIENT_SECRET = ""; // Registration ID, received on device after it registers with ADM server var REGISTRATION_IDS = [""]; // Message payload to be sent to client var payload = { data: { message: "PushPlugin works!!", url: "http://www.amazon.com", timeStamp: new Date().toISOString() }, consolidationKey: "my app", expiresAfter: 3600 }; ...
Edit the pushADM.js script :
Run the pushADM.js script from a command line using Node:
node pushADM.js
The result on the command line should be a series of log messages which shows the script authenticating with the ADM Server and then sending a message. The app running on your Kindle Fire should then instantly show the message if it is in the foreground, or add a notification alert to the top bar if it is in the background or not running. You can run this script as many times as you need to test your app.
Here is what the of the sample web app above looks like after receiving a notification:
The steps above should give you a good start towards implementing ADM push notifications into your app. Once you have your app working, it will be very easy to customize the notification payload as you need to create compelling new apps and services for your customers.
If you have trouble, please make sure to check out the links below for information and support:
Good luck!
-Russ
One of the questions we hear frequently from developers is which platform they should target first when building their app. Adrian Barritt, head of development at Barnstrom Games, along with his team asked the same question when planning their app The Chase. The Chase first launched in August of 2013 and was the first app that the team decided to launch in the Amazon Appstore. The app allows a team of four challengers to play against a machine to test their knowledge. When asked why they chose the Amazon Appstore, Adrian said that “the opportunity was huge, and [we] saw similar apps performing really well on the Amazon Appstore”. The team also mentioned that “it doesn’t hurt when you hear good things from others [Square Enix] and how impressed they were with the coverage they received” says Adrian.
Recently, we had the chance to sit down with Adrian to discuss how they got their app to rise to the top of the charts in the UK, and how they view their experience with Amazon Appstore. Here are some of Adrian’s observations:
“Our sales went pretty ballistic when Amazon launched Amazon Coins.” says Adrian. Amazon Coins are generally used by customers to explore and try out new apps. Customers can get Amazon Coins in a variety of ways such as purchasing or earning Coins for free. Developers can really benefit from this since there are a lot of customers waiting to use up their Coins on different apps. Barnstorm Games specifically saw their app benefit from this.
“Our sales went up 10-fold (1000%) for about a week during the Amazon Coins promotion when Amazon gave away a vast amount of Coins to their customers. Even after the promotion we saw a 500% increase in sales from what we used to get.”- Adrian Barritt
Part of Adrian’s strategy is understanding when consumers usually purchase apps. The team made sure that their app would be ready for launch before the holidays. As a result the team saw a “2000% increase on Christmas Day compared to our average sales we usually get per day”. Since then, the team continues to see a consistent increase of 200-300% in sales after the Coins promotion ended and is now consistently ranked among the top 3 apps in the UK.
“We are more than happy with our performance in the Amazon Appstore and our expectations have been exceeded” – Adrian Barritt
One of the goals for Barnstorm was to expand their app onto more platforms. Since the team initially built their app on the Kindle Fire, they knew that Android would be a natural transition. So how was the process for transitioning the app over to Android? “The transition for creating an Android version was very easy since Kindle Fire was just designed that way.” says Adrian. You may recall that 75% of Android tablet apps that we tested just work on Kindle Fire with no additional development needed so it’s not surprising that Adrian said that “there was no additional work needed beyond supporting GameCircle and thinking what services to use. Other than that it was very simple.”
“Even though we are on Google Play as well now, the majority of the time the Amazon Appstore still performs better than Google Play in terms of revenue”.
One service that Barnstorm is using to increase customer engagement is the GameCircle API. “With GameCircles’s achievement feature, it’s definitely helped us retain and engage our users” says Adrian. The team uses achievements to mark how well players are performing against others in “The Chase”, which has really improved average session length. After seeing the success with GameCircle, Adrian is currently looking into more services such as Amazon’s Device Messaging API to engage the audience even more by pushing out notifications to them.
The team has a new app that they just released in the Amazon Appstore called Tipping Point. The app is already topping the charts in the UK as well and the team has high hopes for it. Barnstorm also just participated in Amazon’s Free App of the Day program as well, helping them get even more exposure to customers.
Learn more about the tools used by Barnstorm Games
Launched in 2010, Soundtracker by South Ventures USA, is described as an app that allows music to connect people by making it easy to discover and play music in real time with friends and anyone nearby. With Soundtracker you can create stations, chat with other users, listen and comment on their latest stations amongst other features. Available on the Amazon Appstore here as well as other platforms, Soundtracker has over 4 million downloads and 1 million active users worldwide across all platforms.
I had the chance to sit down with Daniele Calabrese, CEO and founder, to discuss their experience bringing Soundtracker into the Amazon Appstore and how they’ve managed to leverage different Amazon Mobile Apps APIs to their advantage.
Even though the app itself is available on various platforms, the reason why Daniele decided to bring the app to Amazon Appstore was simple. The “opportunity with Kindle was too good to pass on since we would be able to create an app for two platforms at once.” Daniele says that early on the team realized that the Android SDK was compatible with Kindle Fire, so they decided to build the apps in tandem. The team found out quickly that “the process in getting Soundtracker into the Amazon Appstore was very easy and the results from it has definitely paid off.”
“Monetization in the Amazon Appstore jumped 100% using Amazon’s In-App Purchasing API and Mobile Ads API in the first month since implementation” – Daniele Calabrese
Figure 1- Kindle Fire UI
Besides using Amazon’s In-App Purchasing and Mobile Ads API, Soundtracker also uses Amazon’s Maps API and Device Messaging API as well. For Soundtracker “being able to monetize and engage your users are the most important factor in choosing a platform” says Daniele. The team credits these specific API’s as “the reason why we were able to be so successful in the Amazon Appstore.” By integrating certain APIs you can also qualify for different programs. Daniele says the team is “excited to be admitted into the Appstore Developer Select program,” which provides the team with 500k mobile ad impressions, Amazon Coins rewards to customers, and more.
Figure 2- Nearby feature and push notification
Since Soundtracker detects where other users are, relative to their current location, notifying other users who are nearby is crucial for engagement. The team decided to use Amazon Device Messaging API and Amazon Maps API to help solve this issue. The device messaging and maps APIs allow users to really engage by integrating interactive maps directly into your app, as well as sending out push notifications from the cloud to the user. When your app relies heavily on social interaction, such as Soundtracker’s feature of commenting or discovering other users’ playlist selections, getting a user’s attention is one of the most important factors. By using these APIs, the team was able to see a consistent lift in engagement.
“Engagement in the Amazon Appstore increased by 400% in the last 6 months. Number of sessions, length of sessions, and number of tracks streamed per user increased on a weekly basis.”- Daniele Calabrese
So how long did it take for the team to integrate all these APIs? Daniele says “the process for development and testing altogether took only a week and the process was very straight forward”.
According to Daniele, “since performance has been successful with their current app on Kindle Fire” the team plans to expand even more into the Amazon ecosystem. The next step for the team is “integrating with Amazon’s music offering and getting their app on Amazon Fire TV.” Since the team has already qualified for Appstore Developer Select, the team can now qualify for the Appstore Developer Select Amazon Fire TV benefits as well by optimizing for the Amazon Fire TV. This includes enhanced on-device merchandising and a 500k Amazon Coins offer per qualifying app.
“I would recommend Amazon Appstore to other developers. Getting our app on Kindle Fire was very easy and it gives developers a great opportunity to distribute and monetize their apps.” – Daniele Calabrese
February 28, 2014
David Isbitski
We just gave our case study page a quick update to make it easier for you to navigate and find the developer stories that you are looking for. Check out the case study page to see what other developers are building and learn what they are doing to engage their users, promote their apps, and successfully monetize them.
Take a look at some of the developer stories that we’ve recently featured:
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Developers like Sean Sheedy and his two sons Tommy and Ian love to participate in MoDevEast competitions. In their latest competition the team created an app that would let you playback a track that somebody else recorded and while it plays back you can record your own track. Sean mentioned that “It was a no brainer to port this over to Kindle. It basically ran right away. We basically did no work.” Since Kindle is Android, it’s just like any other Android environment using Eclipse. “In development, it’s really cool that I can plug the Kindle in, and it’s just like any Android device. That is REALLY nice,” says Tommy. Read the full article. |
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When we spoke with Bryan Davis, the Director of Development of Big Blue Bubble, he shared some general strategy on how they generated 10%-15% better average revenue per user and 25%-30% better IAP revenue in the Amazon Appstore for My Singing Monsters. Davis tells us: “A very important aspect of monetization from free-to-play games is IAP (in-app purchasing). Our strategy is to go for volume, rather than chasing whales.” While average revenue per user (ARPU) is important, Bryan tells us that a high conversion rate is more important for Big Blue Bubble. Read the full article. |
Others like Tribeplay have been building apps since 2012 and created the series of games under the title Dr. Panda that first appeared on iOS and Android. According to the team, making their Android Apps available on the Amazon Appstore required “little to no extra tweaking.” The team added that “one of the best things about the Amazon Appstore is that there wasn’t much work to get our apps on there. We already develop for Android, so getting our games on the Amazon Appstore was a real breeze.” The team ended up doubling their gross revenue in UK, Germany, France, Italy, and Spain. Read the full article. |
We plan to make these case studies a regular series, so check back every month for a new case study post, and learn more about how the Amazon Appstore is benefitting developers. If you’re interested in checking out other developer stories, visit our case study page. If you have a specific experience with your apps and games in the Amazon Appstore or integrating the Amazon Mobile Developer SDK that you’d like to share with other developers we would love to hear about it. Just email us your story at mobile-app-marketing(at)amazon.com and you just might end up on our website.
On July 9th, the Amazon Apps UK team was very pleased to present at Develop Brighton, one the leading events for the burgeoning UK games community, attended by over 1,600 games industry professionals from CEO’s to Student developers.
On one of the hottest days of the year, Matt Hatherly from the UK Apps team and I enjoyed meeting so many games developers the Hilton Metropole, at the Hotel Du Vin and on Brighton’s famous beach.
During our presentation we took the opportunity to share insights on how to develop, market and monetize mobile games that use In App Purchasing.
The theme of our talk was that Games publishing is evolving from an art to a science, as so much more data is now available. We shared a number of tips & insights on how to monetize Freemium games, including:
1. The more time you can keep customers engaged the more money you’ll make.
2. Finessing your range, selection and pricing of IAP items and the way you communicate to customers makes a big difference to monetization.
Thousands of UK based game developers have added their Apps to the Amazon Appstore, including hit Freemium titles from Developers including New Star Games (New Star Soccer), Endemic ( Plague), Stick Sports (Stick Sports Cricket), and we look forward to welcoming many more to the store.
The UK team will be participating in more Developer events during the course of the year and we hope to connect with more of the UK Games community then.