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	<title>iCombat &#187; Pinch Media</title>
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		<title>Marketing Your App is More Important than You Think</title>
		<link>http://www.icombatgame.com/2009/04/06/marketing-your-app-is-more-important-than-you-think/</link>
		<comments>http://www.icombatgame.com/2009/04/06/marketing-your-app-is-more-important-than-you-think/#comments</comments>
		<pubDate>Mon, 06 Apr 2009 10:57:22 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Discussion]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[AppStore]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[Pinch Media]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=347</guid>
		<description><![CDATA[In the App store quality is all over the place, open to interpretation across the huge breadth of gaming, niche, utility, gimmicky and entertainment apps so the opportunity is wide open for anyone willing to get down into the dirt and push.  While it is fantastic that there is no legacy of patronage in the app store in terms of rankings and exposure, it is a bit like the wild west in that everyone is in a land grab racing for market postion (whether it be in App reviews, app analytics, brand management, or the apps themselves) and the ones who triumph will be the ones who are willing to think most outside of the box.]]></description>
			<content:encoded><![CDATA[<p>I came across an interesting post on <a href="http://www.pocketgamer.biz/r/PG.Biz/feature.asp?c=11907">&#8220;How to use Twitter, Facebook and YouTube to market your mobile games&#8221;</a> and it reinforced what I have noticed since readying to launch <a href="http://icombatgame.com">iCombat</a> &#8211; there are too many channels to manage when it comes to reaching the end user!  This may sound like a high class problem to all of the game and content developers that have faced the gatekeepers of distribution over the years but the sudden blossoming of dozens of channels to reach users has created its own set of problems.  Now the burden of brand management and marketing has fallen into the lap of the developers, where they must become &#8220;marketers&#8221; of their product if they hope to get noticed.</p>
<p>The rise of the fractured, multichannel market has created dozens of sites that developers now need to visit to build goodwill and help gain exposure, something that is fundamentally different from what they probably want to be doing. In my case this translates into 18-20 hours a day since launch to manage the marketing effort and frankly it is still more than I can handle. While I have enlisted friends and an intern to help, most developers don&#8217;t have the luxury of dedicating all of their own time to managing their launch.</p>
<p>I have compiled a list of some of the tools and sites I think necessary to use today:</p>
<p><strong>Top Down channels</strong> &#8211; kissing the ring</p>
<ol>
<li>Bloggers &#8211; what some refer to as the &#8220;digital influencers&#8221; &#8211; sites with major traffic like <a href="http://www.gizmodo.com">Gizmodo</a>, <a href="http://www.techcrunch.com">Techcrunch</a>, <a href="http://www.gigaom.com">GigaOM</a></li>
<li>Targeted review sites &#8211; <a href="http://www.toucharcade.com">Touch Arcade</a>, <a href="http://www.148apps.com">148Apps</a>, <a href="http://www.pocketgamer.co.uk">Pocket Gamer</a>, etc. &#8211; I have counted 60+ serious ones in all</li>
</ol>
<p><strong>Bottom Up channels</strong> &#8211; connecting with your users</p>
<ol>
<li>Facebook &#8211; both personal status and group page</li>
<li>Twitter</li>
<li>MySpace</li>
<li>App/ Development/ Gaming Forums -<a href="http://forums.toucharcade.com/"> Touch Arcade</a>, maybe <a href="http://www.iphonedevsdk.com/">iPhonedevSDK</a>, etc.</li>
<li>Product website &amp; blog &#8211; here you need to have a demo, maybe a news section and your blog</li>
<li>YouTube &#8211; a great way to communicate with avid gamers</li>
<li>iTunes App store summary</li>
</ol>
<p><strong>Analytics Tools</strong> &#8211; monitoring usage, downloads, buzz</p>
<ol>
<li>User downloads &#8211; iTunes Connect &#8211; <a href="http://www.heartbeatapp.com/">Heartbeat</a> App or <a href="http://www.ideaswarm.com/products/appviz/">AppViz</a> (super easy to use but less flexible than Heartbeat)</li>
<li>Usage behavior &#8211; <a href="http://www.pinchmedia.com/">Pinch Media</a> &#8211; gives you uniques, geo data, version &amp; device stats, as well as unique data by action in your App (very cool)</li>
<li>App ranking &#8211; <a href="http://is.gd/qLFy">AppRanking</a> by Michael Dorn or <a href="http://www.mobclix.com">Mobclix</a></li>
<li>Web traffic -<a href="http://www.google.com/analytics/"> Google Analytics</a> or <a href="http://wordpress.org/extend/plugins/stats/">Wordpress</a> Stats</li>
<li>Affiliate data &#8211; <a href="http://www.linkshare.com/">Linkshare</a> &#8211; here if you are an <a class="zem_slink" title="Apple" rel="homepage" href="http://www.apple.com">Apple</a> affiliate you can earn back 5% of your 30% cut that goes to Apple &#8211; and monitor clickthrough conversion data from your site</li>
<li>Brand management &#8211; <a href="http://scoutlabs.com/">ScoutLabs</a> or <a href="http://www.google.com/alerts?pz=1&amp;ned=us&amp;hl=en&amp;t=1">Google Alerts</a> &#8211; Scout doesn&#8217;t really seem to work for small apps or early on in a campaign as it is, for these smaller apps Google Alerts is a great basic filter</li>
</ol>
<p>While this list is not comprehensive this is basically everything I am using for the marketing of iCombat. I didn&#8217;t realize just how many channels and tools this involved until trying to post an urgent piece of news.  When iCombat was reviewed in Gizmodo&#8217;s weekly <a href="http://i.gizmodo.com/5197282/the-week-in-iphone-apps-2-fast-2-furious-2-nite">roundup</a> of iPhone apps I quickly wanted to update every channel I was using.<span id="more-347"></span></p>
<p>Spreading the word for that first update went something like this: first update Twitter, then my Facebook status, then the Facebook &#8220;<a href="http://www.facebook.com/home.php#/group.php?gid=62865999048&amp;ref=nf">Fans of iCombat</a>&#8221; group news section, then the iCombat website news page, then the Touch Arcade forum thread discussing iCombat, then I finally shot some e-mails to friends (funny I actually just realized in writing this that I forgot to update my App description in iTunes for the good review &#8211; add that to the list).</p>
<p>Once I had finished with the news updates, 2 hours later, I started to comb the anaytics tools: first Pinch media, then user reviews in iTunes, then Mobclix to see if rankings had hit, then Wordpress stats to see website hits, then Linkshare to see the conversion rates, then Scout Labs to check for buzz.</p>
<p>What I experienced was the effects of the new multichannel model where the developer has had to become a social media explorer, pushing into every nook and cranny of the social web.  From gamer forums to niche blogs by 12 year old app reviewers (they do exist), developers risk ignoring these communities at their own expense.  With users fatigued by so much new product noise, it is easy for an unmonitored launch to go unnoticed by these users.</p>
<p>Not all products are good enough to sell themselves, and even if they are amazing, the system isn&#8217;t efficient yet at rewarding quality (more on this later).  So while I concede part of the problem is that most developers don&#8217;t have the time, especially amateur ones, to dedicate to marketing, I do think we all still need to shift our attention to just how important app marketing is.  Traditionally, developers seem to look at rising to the top in the App store as primarily a question of the product.  I would argue that in most cases it is equal parts product and packaging (dare I say it may be even more about packaging).  This new balance should be weighed when estimating the time, cost and energy it will take to execute your idea &#8211; i.e. when laying out a development time line, product features and depth of marketing focus should be weighed as equally relevant factors (as each is a drain on your resources, be it time, money or energy).</p>
<p>I don&#8217;t know the reason developers ignore marketing as much as they do.  While it is undeniably a question of bandwidth, it must also have to do with the underlying personality traits of developers as a group.  The desire to code, to focus on the hard part leads to a natural urge to ignore the boring marketing and a disdain for the whoring out that is pushing a product.  In the case of iCombat, we too struggled to stay engaged once we launched the app, but had to remember that we were only half the way there.  In our case, I was planning and handling marketing all along, so like a relay, my work began as the coding ended.</p>
<p>As a lone developer, the combination of fatigue at the end of a project and the lack of desire to get into &#8220;marketing&#8221; mode is what leads to developers choosing to focus on the wrong thing.  Here is where most developers launch, email their friends and family and a few review blogs, and then return to working on updates for their app.  This decision to immediately turn back to updating is precisely where most developers doom their apps (I am not talking about gimmicky apps or super early launch and iterate strategies like Pocket God).  In my mind this is just like carrying a child around for nine months, giving birth and then deciding to not feed the baby.</p>
<p>The reason that post partum neglect is such a travesty (I will leave that horrible metaphor alone from here out I promise) is that the App store is the PERFECT place to get into marketing mode.  Content discovery is inefficient and the market is young so you can make an impact and experiment without knowing the landscape.  It&#8217;s like Junior Prom, in the App store; it&#8217;s basically everybody&#8217;s first time.</p>
<p>To understand the opportunity it helps to look to the music industry where content discovery dynamics are similar.  Here, the highly subjective nature of determining &#8220;quality&#8221; and the huge breadth of options makes ranking what is good difficult.  And it is precisely in this type of inefficient discovery marketplace &#8211; where success is not necessarily deserved that a system of patronage becomes key.  Since the music industry is a highly evolved market (although getting rocked by technology shifts), an elaborate web of connections has developed where bribes, quid pro quos, image consulting, content engineering and the like, all thrive.  The app market will eventually trend toward this, as do all markets, where market leaders seek to protect and enhance their competitive advantage, but for now it is still young.</p>
<p>In the App store the definition of what is &#8220;good&#8221; is all over the place, open to interpretation across the huge breadth of gaming, niche, utility, gimmicky and entertainment apps as well as age and demographic groups &#8211; so the opportunity to define what is good is wide open for anyone willing to get down into the dirt and push.  While it is fantastic that there is no system of patronage or well laid tracks in the app store in terms of rankings and exposure (as occurs in music), it is a bit like the Wild West in that everyone is in a land grab racing for market position (whether it be in App reviews, app analytics, brand management, or the apps themselves).  What&#8217;s clear is that the ones who will triumph aren&#8217;t those sitting waiting for the meritocracy to kick in, but rather those who act aggressively and start thinking creatively about how they can get noticed.</p>
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		<title>Just How Bad is iPhone App Store Piracy?</title>
		<link>http://www.icombatgame.com/2009/02/27/just-how-bad-is-iphone-app-store-piracy/</link>
		<comments>http://www.icombatgame.com/2009/02/27/just-how-bad-is-iphone-app-store-piracy/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 16:15:13 +0000</pubDate>
		<dc:creator>Miguel</dc:creator>
				<category><![CDATA[App Store]]></category>
		<category><![CDATA[Discussion]]></category>
		<category><![CDATA[AppStore]]></category>
		<category><![CDATA[Imaginuity New Media]]></category>
		<category><![CDATA[Pinch Media]]></category>
		<category><![CDATA[Piracy]]></category>
		<category><![CDATA[TUAW]]></category>

		<guid isPermaLink="false">http://www.icombatgame.com/?p=239</guid>
		<description><![CDATA[Discussion of how prevalent App store piracy is and what we can do to prevent it.  An example of a pirated app is provided as well as some quotes from Pinch Media, a mobile analytics firm.  Also offer some solutions and discussion regarding the piracy dilemma.  ]]></description>
			<content:encoded><![CDATA[<p>As we get set to launch our first iPhone application in the coming weeks I have started to see some discussion around the piracy issue in the <a class="zem_slink" title="App Store" rel="homepage" href="http://www.apple.com/iphone/appstore/">App store</a>.&nbsp; The release of Crackulous has caused concern because of the supposed ease with which it makes sharing a cracked app easy &#8211; removing all of the complexity that keeps most people from engaging in app piracy in the first place.</p>
<p>iPhoneSavior wrote a <a href="http://www.iphonesavior.com/2009/02/-developer-loses-thousands-to-app-store-piracy.html">post</a> recently about how Imaginuity New Media&#8217;s new game Rocky Artue had been cracked and was being downloaded online hundreds of times for free.&nbsp; Perhaps most interesting was the fact that they discovered that the game had been cracked through the use of <a class="zem_slink" title="Pinch Media" rel="homepage" href="http://pinchmedia.com">Pinch Media</a>&#8217;s user analytic tools.&nbsp; While Pinch Media markets their mobile analytics solutions more for usage behavior (as seen in their <a href="http://www.icombatgame.com/2009/02/19/free-lite-or-pay-the-app-store-pricing-dilemma/">AppStore Secrets</a> presentation so widelyin the press over the last week) their ability to audit App store data by comparing actual downloads to App store downloads may become increasingly relevant to developers.</p>
<p>Quoting an e-mail to Imaginuity founder Allen Restrepo from Pinch Media&#8217;s Jesse Rowland (from the iPhoneSavior <a href="http://www.iphonesavior.com/2009/02/-developer-loses-thousands-to-app-store-piracy.html">post</a>):</p>
<p>&#8220;Unfortunately I have bad news for you that you might not want to hear. We typically see these large discrepancies between our numbers and Apple&#8217;s for paid applications that have been pirated.&nbsp; I did a quick search for cracked versions of your application in the wild, and like most, it&#8217;s definitely available for people to steal. Your case is actually one of the largest cases of piracy we&#8217;ve seen where typically we see paid applications receiving around 5x more users from piracy then from legitimate downloads.&#8221;<span id="more-239"></span></p>
<p>The question of just how bad is App store piracy is one that I haven&#8217;t really found many answers to yet.&nbsp; Part of the problem I imagine is that no developer really wants to put out press releases announcing to the world that their application has been cracked.&nbsp; And writing about the problem might only contribute to the issue (I cringe at the thought that I may be helping propagate Crackulous by even mentioning it) but what is the alternative? By putting the burden of cracking an application on only one person and making it easier for everyone else to follow, Crackulous could be the application that makes App store piracy grow exponentially (especially amongst the high school and college kids that are the most active application users).</p>
<p>While the good news is that we can quantify whether the problem is ocurring at all on our own applications by using analytics tools already out there, the question though is what about blocking piracy altogether?&nbsp; While developers have to primarily look to Apple for protection, there do seem to be a few solutions developers can choose from.&nbsp; <a class="zem_slink" title="TUAW" rel="homepage" href="http://www.tuaw.com/">TUAW</a> wrote about Ripdev&#8217;s launching an anti-piracy service several weeks ago <a href="http://www.tuaw.com/2009/02/11/ripdev-launches-anti-piracy-service-for-iphone-developers/">here</a> and while it seems to be an effective solution, it certainly isn&#8217;t cheap.&nbsp; It requires an upfront fee and a percentage of revenue generated (varying depending on volume of sales), for pricing see <a href="http://ripdev.com/pdf/Kali%20Anti-Piracy%20Pricing.pdf" target="_blank">here</a> (PDF).&nbsp; While this seems like a very high price to pay, it could be well worth it if Jesse Rowland&#8217;s statement that &#8220;paid applications [are] receiving around 5x more users from piracy then from legitimate downloads&#8221; is correct.</p>
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