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Cross-sell or Die: Get More Sales in the iPhone App Store

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The glut of applications in the App Store has made application discovery a top concern among companies releasing iPhone games and apps. Last week, 148 Apps reported that more 30,000 games and applications are available in the store, already 5,000 more than the 25,000 announced by Apple when it previewed its iPhone OS 3.0 software on March 17.

With rampant competition, companies must leverage every customer contact point to increase sales. This is where cross-selling can help. Cross-selling targets a company's existing consumers to sell them additional products. On the iPhone, the best opportunity is from within a downloaded application, usually with a link to other games or applications included on the menu screen.

While cross-selling theoretically has been around since the beginning of business, it has become far more effective since the advent of e-commerce on the Internet. In addition to allowing a consumer to quickly and easily complete a follow-on purchase, it can be tracked, measured and tuned for maximum impact.

Since cross-selling is such a classic marketing tool, not to mention easy to execute on the iPhone, we were surprised to observe several developers either not doing so, or treating it as a rushed after thought. So we took a look into our data set to ask: how well does cross-selling work on the iPhone?

The short answer is that it can be highly effective, and the following example demonstrates just how effective. After three weeks of strong sales in the App Store, sales began to decline for Company X's first application. When the second application was released, it included a strong call-to-action to purchase the first application. As the graph below shows, strong sales of the second application, along with solid cross-sell conversion, reversed declining sales of the first application.

 


It is worth noting that these two applications benefitted from sharing a similar target audience to which both products appealed, and that the efficacy of cross-selling efforts can vary. However, whether your application can achieve a similar lift from cross-selling is something you won't know until you test and measure it for yourself. As all markets mature - and the iPhone App Store has matured in record time - it is important to think strategically about growing your business by maximizing every precious consumer point of contact. Cross-selling remains among the most effective marketing tools. 


Comments

Shawn from Flurry shared lessons learned from analytics at our group SVWebBuilder.com. Key to getting paid before folks stop using the free version, pin-point the up-sell message. url
Posted @ Monday, March 30, 2009 4:23 PM by clive
Excellent point, but there seem to be some borderlines that Apple won't let you cross in this regard. For example, I had an update to a "Lite" app rejected by Apple because I added a textual reference to the "full" version (something like, "now that you've played through this, you might also enjoy..."). Maybe this is a special case and only applies to Lite/full, and maybe only applied because I displayed that text during the gameplay, and not in a main menu "see these other apps" context. Of course, none of those situations exist AFAIK in any guidelines Apple has given us, so it's all kind of a crapshoot. So you have to ask yourself, do I put this cross-selling link in my app, and risk losing a week if Apple decides to arbitrarily reject my app because of it?
Posted @ Tuesday, March 31, 2009 4:48 AM by Jack Nutting
Is this graph based on actual data? Can you comment on why the sales curves for App 1 and App 2 differ so greatly? App 1 has a geometric climb to a peak, then a rapid decay (projected) which is expected of app store sales, while App 2 has a steady climb. Was there additional cross selling of App 2 in App 1 to smooth its sales curve? Or is App 2 just significantly more awesome? 
 
Also, why are the graph axes not labeled? Is that common for marketing graphs? I come from a hard science background, so naked axes make me cringe.
Posted @ Tuesday, March 31, 2009 11:47 AM by ludwigk
Hi Ludwig, 
 
Thanks for your questions. I'll try to cover everything here, and please let me know if you have any additional questions: 
1) yes, this is real data 
2) the curves are different because the second application was launched day-and-date with a free version, which helped its adoption. App 1 didn't have this support. To your point, I also think that App 2 is a better product, which makes a big difference.  
3) It's and accident that the axes aren't labeled. x = time in weeks, y = new users. And from my experience, it's not common, even in marketing, to forget to label axes. Mea culpa. :-)  
 
Posted @ Tuesday, March 31, 2009 6:45 PM by Peter Farago
Could you please explain how exactly you did the cross-selling? Was this inside the app itself? In an about section within the app? Or just in the description of the app in the Appstore.
Posted @ Wednesday, April 01, 2009 2:51 AM by Amit
Hi Amit, 
 
Cross selling is done from within the application. For example, let's say you make a game. Within the menu screen of your game you should add a "Get More Games" link. When the user clicks on this link it opens another page which ideally describes the game and shows screenshots, as well as providing a "buy" button that links to the page in the app store (for apple) where your game is sold. Alternatively, you could have that link go to a wap page dscribing the game, but also providing a link to the ultimate buy page. Hope this helps and feel free to email me directly and I can point you to some specific examples. peter(at)flurry(dot)com
Posted @ Wednesday, April 01, 2009 8:04 AM by Peter Farago
As one other commentator already pointed out, cross selling is theoretically not allowed by Apple as per the Terms & Conditions...so as he says, do you risk a rejection and loss of a weeks visibility or chance your arm.
Posted @ Saturday, April 04, 2009 10:04 AM by Michael Kaye
@Michael. Your point is a real concern among developers that comes up from time to time. From our point of view, looking through the iPhone SDK Agreement provided by Apple, we cannot find anything prohibited by Apple in the way you describe. With so many major game publishers including EA, Gameloft, Glu, Digital Chocolate, SGN, etc. aggressively cross-selling, we have to assume it's allowed. And, from our data, cross-selling is effective. So hiccups in the submission process aside, or possible developer mistakes during the process, Flurry endorses cross-selling in the iPhone App Store.
Posted @ Saturday, April 04, 2009 7:33 PM by Peter Farago
I thought that cross selling was not in the terms and conditions of Apple (read on another blog) thus, if this is the marketing strategy going foward then this surely will be banned? I personally think that the struggle lies in trying to beat the likes on miniclip, EA and other games. We have also started to see media companies such as Character Arcade offer iphone apps ... the market is becoming harder and more competitive.
Posted @ Sunday, September 27, 2009 7:51 AM by Emma
The following statistic might provide some hint on why cross selling might work.  
19% of the users see adds while using other apps. Around 40% discover apps through word of mouth.  
http://zeroes.wordpress.com/2009/09/27/appstore-rush/ 
 
Posted @ Monday, September 28, 2009 12:59 PM by Rahul
The following statistic might provide some hint on why cross selling might work.  
19% of the users see adds while using other apps. Around 40% discover apps through word of mouth.  
http://zeroes.wordpress.com/2009/09/27/appstore-rush/ 
 
Posted @ Monday, September 28, 2009 1:01 PM by Rahul
Nice interesting stuff, thanks for sharing...
Posted @ Friday, November 06, 2009 5:25 AM by iPhone development
Excellent point, but there seem to be some borderlines that Apple won't let you cross in this regard. Cross selling was not in the terms and conditions of Apple. According to our data, cross-selling is effective.
Posted @ Wednesday, November 18, 2009 8:33 PM by Smartphone
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