How do I set pricing and begin to monetize our new app for young kids?
Our app, Up In The Sky, was recently approved by Apple and is in the Apple Store. It's an illustrated/animated musical rendering of all things found up in the sky. Where can my team begin in setting a fair price that allows us to monetize off our product?
Price points are not my speciality but I can definitely recommend the use of ASO (App Store Optimisation). Aside from that you want to get reviews and recommendations from users (or parents in this case). Normally a press release pushed through the right channels can do wonders but with kids apps it is a little harder. Target blogs etc. where parents might search for games for their kids and perhaps try if some small scale paid advertising helps.
Kids apps can also really benefit from localisation. I helped a Russian Developer to localise to Dutch for a whole collection of kids games and small as my country is it did have a significant impact on his sales.
This is much of a number's game I'd imagine. And as ✔ Daniël A.D. Berckenkamp suggests, a deeper understanding of the audience habits and accessibility will be the key. In this case, marketing through the right channels and gauging the audience response will be crucial. In terms of the market segment, you have stated, you are first to market with this concept so my suggestions will be along the lines of:
Look at the pricing models of other apps that do parts of what you do.
Use your differentials to determine and identify additional price value.
Determine a price point based on your total costs against expected user numbers and depending on your model, frequency, to plot the %age profit margin.
Hopefully, this helps.
Feel free to connect if I can be of further help. Good luck
The simple question is do you know what you competition looks like? Is there something similar in the app store? In terms of monetizing what you can do is offer a free version with mobile advertising or a paid version with no advertising.
First, I think ads are a bad idea, adult apps, yes, but kids...The standard is to compare with other apps and price in kind.
You can and should consider, once the popularity is verified, looking for a sponsor (they get "kid" cred) or selling it outright.
My parents are taking care of my sister's kids and they have apps and youTube too. Soon, we end up buying merchandise for these apps and vids. She has a Peppa Pig T-shirt and Frozen dolls. One of the ways to monetise is to make their experience more real, I guess.
Check your competition and do it differently i would suggest. Doing the same as them doesn't make the APP very special. Subscription plans might work for extra features that people can subscribe to or purchase. However as it is kids, this might be a difficult option. Another option might be to get schools or kids organisations or charities who help you on the marketing of the app with their look and feel, name, and other things for which they pay. Also possible that they purchase a bulk account for the kids to use during the year. Hope this helps.
Utilize the old Practical Accounting Principle, "Cover Your Nut," which insures that your revenue (your Cover) is sufficient to cover your expenses (your Nut). Create a worksheet listed all of your revenue sources and your expenses; calculate your Break-Even Point and price your app accordingly. I have written a accounting book that explains Practical Accounting to non-accountant owners/managers. Included in the book is several Break-Even examples. "Cover Your Nut" is available on Amazon with RG Bud Phelps listed as the author.
Do a thorough cost analysis, know your out of pocket costs, fixed costs, add enough for you all to be paid and add a profit...Then see if the market can bear your price and see where you sit in relation to your competition...
Invite parents to try it...focus on the educational part of it.. we are parents, and with young kids we are concern in their educational foundation first that entertainment. Mix both carefully and create a survey to those who responded to you and ask them which price will they be able to pay to receive what?
It may help a lot. Trial and error is valid.
The current model is: free app with in-app purchase. That is probably a bad model for you because your market is young children. I would look at popular apps which are similar and see what they can charge.
Make it very cheap...if kids can buy it without a blink and the app is attractive, it will just roll through word of mouth. Having said that, it is also a function of your staying power. if you need an early breakeven, you may want to keep it a bit high initially but my recco will be to have no lost opportunity because of price.
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Thanks to all for your well expressed, thoughtful, advice and comments. Much appreciated.
Monetization can be done in different ways. You can monetize by keeping the app free but having affilate programs run around it. Or, you can initially begin with a limited version with a very low price. This should help you test the waters and then you can raise the cost with additional features incorporated. Check on ads - another good way to keep the meter running.