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Mobile Apps: Models, Money and Loyalty

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This article comes from the Flurry Smartphone Industry Pulse, August 2009.

The data in this report is computed from a sample size of over 2,00 live applications and over 200 million user sessions tracked each month across Apple (iPhone and iPod Touch), Google Android, Blackberry, JavaME platforms.

Understanding Mobile App Retention: They Use or You Lose

With more than 75,000 applications in the App Store, consumers have a vast choice of alternatives to the applications they have already downloaded. And while discovery of new applications is a challenge for consumers, retaining users can be equally difficult for developers. To shed light on the kinds of applications that tend to be used over a longer period of time, Flurry studied user retention across 19 categories over a 90-day period. We monitored if consumers returned to use a downloaded application within 30, 60 and 90-day periods, as well as how frequently consumers used applications over those time periods. Flurry measures user retention by the number of users who downloaded an application, at any time in the past, and used that app within the last seven days. 

Flurry_Loyalty_by_AppCategory

Reviewing the chart on the previous page, Quadrant I is comprised of the most frequently used apps over the longest period of time; categories like News and Reference (e.g., Dictionaries, Thesauruses, Recipes, etc.). Thinking about News apps, this makes sense given that news content is constantly being refreshed, providing consumers nearly infinite value over time. This logic continues to hold up when we consider that news apps get re-used more than once per day, at a rate of 11 times per week.

On the other end of the spectrum, in Quadrant III, we find the Entertainment category, which could better be described as a collection of "gimmick" apps (think Lighter, Fart, IQ Test and Ringtone apps). Once downloaded, these apps are typically used only a few times and then abandoned. 

In Quadrant II, we find categories like Books and Games, among the two largest app categories in both the App Store and Android Market. These application categories are characterized, on average, by intense usage over a finite period of time. Because games and books offer content that typically is consumed only once, the user usually moves on after reading a book or finishing a game.

Finally, Quadrant IV contains Productivity (e.g., List, Drawing, Wi-Fi Finder apps), Navigation and Medical apps. These kinds of apps remain on a consumer's handset for a long period of time, but get used only occasionally. Unlike "gimmick" apps, they are perceived as having sustainable value and therefore consistently revisited over time.

Mapping categories by usage frequency and retention also provides insights into pricing models. Quadrants I and IV (the right-hand side) are better suited, on average, to subscription (if supported by the respective app storefront) and advertising-supported models. The main reason is that these apps have perceived enduring value by consumers over a long period of time, and therefore more successfully retain their user bases. For ad-supported apps, this high repeat usage translates into more ad impressions served. Categories on the left-hand side, Quadrants II and III, are better suited for one-time download fees. Those apps may provide higher immediate satisfaction to users but their content, once consumed, rapidly loses their value.

For more data on retention by category, as well as frequency of use, we provide the chart below:

 

Loyalty by AppCategory - Table

 

 


 

 

Comments

Insightful stuff, great. 
 
Can I see these numbers for my own app at flurry? I have only found a graph that shows frequency of use, but not reduced to a single number. 
It would be great if you add report functionality that lets me see how my app fares in comparison to my category. 
 
One more thing. Do you have a data privacy policy that I can link too when explaining flurry to my users?
Posted @ Saturday, September 26, 2009 2:37 AM by Mariano Kamp
IMO, the low price point of .99 for the "entertainment" apps lends itself to low usage. If these same apps were priced higher, they would get less downloads, obviously, but then people who downloaded them would use them more because they paid more. Liken it to a higher convesion rate.  
 
 
 
Then on the other hand, do developers really care how often their app is used? They've made their $$ already.
Posted @ Saturday, September 26, 2009 9:12 AM by iphone app developer
App article
Posted @ Monday, September 28, 2009 9:58 AM by Pat
Pat: Developers might care how often their app is used if more frequent use = more recommendations to others. I don't know if there's a correlation, but it might be something to look at.
Posted @ Tuesday, September 29, 2009 2:53 PM by Liz
I'd say the main drivers behind a category's plot on this chart is 1.) update frequency and/or breadth of content; and 2.) importance to user's life. Thus, Quadrant I apps have a lot of content, that may be updated frequently, and is something integral to people's daily lives.  
 
I'm actually a little surprised that entertainment isn't closer to Quadrant I, but perhaps the content is so rich. I'd also expect social networking apps to be in Quadrant I.
Posted @ Wednesday, September 30, 2009 6:07 PM by Tim McQuillin
Excellent research. As a developer of voice-based news apps (BuzzVoice for iPhone), we're seeing heavy recurring use and session lengths much longer than we anticipated. 
 
 
 
Keep up the good work.
Posted @ Wednesday, September 30, 2009 11:40 PM by John Atkinson
Great post. It's particularly interesting to see "social networking" apps in the quadrant III, since the nature of 'social' is supposed to be viral and sticky. Were the majority of these social apps stand alone (i.e. their own social networks), or were they linked to the more popular social networks (i.e. Facebook, Flickr, etc.)? 
 
I'm also curious to hear your thoughts on what increases app stickiness over the long term, regardless of category... Have you noticed cross-category improvements in usage over time with apps that utilize viral-hooks and/ or incentives based programs (loyalty, virtual currency, etc.)? If so, what are the most effective strategies for increasing usage and reducing churn that you've seen?
Posted @ Thursday, October 01, 2009 1:51 PM by Lisa Whelan
Hi, 
 
I am curious about the usage pattern of Social Networking applications. By the definition of their existence, shouldn't they be used more frequently and retained for a longer period. Apart from the satellites of Twitter and FaceBook, there are hardly any applications doing well in this category.
Posted @ Friday, October 02, 2009 2:45 PM by Rahul Shetty
My feeling is that people are over-saturated with social networking apps. As Rahul points out, only a couple seem to be doing well. I don't think a person can maintain and track more than 2-3 unless they are students or perpetually unemployed.
Posted @ Sunday, October 04, 2009 8:10 AM by Tim McQuillin
Excellent article. I find the position of the medical app category quite intriguing. Anybody have a theory as to why apps in this category are retained by not used? Could it be that these apps are recommended/prescribed by caregivers and people feel they can't remove them but still don't use them? e.g. your doctor prescribes pillphone, but you simply don't pay any attention to it once installed?
Posted @ Tuesday, October 06, 2009 12:18 PM by Jonathan Engelsma
Good data! On the Medical app question, I keep mine "just in case" which is how most reference material is managed. 
 
I think we're going to see more movement to mobile web apps that are customized to the user, and adapt heuristically to retain their usefulness, thus frequency will be sustained.
Posted @ Tuesday, October 06, 2009 3:36 PM by Elle Mahoney
It would be interesting to see gimmicky apps separated out from the broader entertainment category. Where do apps like People, InStyle, GAP, etc fit? Celebrity news? Fashion? What about Discovery? Where do media properties fit if they aren't strictly news?
Posted @ Tuesday, October 06, 2009 4:15 PM by Tamara Gruber
Great article. Very useful data. Two comments. There must be two clusters in the social networking category - the default networks like FB et at and the more stand alone up and coming networks. Surprised still about the low loyalty in this category. 
 
Secondly, the news apps are the most difficult to charge for. News should be free seems to the mantra on the web, Ads maybe, but is it enough?
Posted @ Tuesday, October 20, 2009 5:19 AM by Per-Fredrik Hagermark
With Entertainment apps looking like the weakest from a retention and reuse perspective, and News looking the best, I agree with a prior Comment about the key being in fresh content. I wonder whether some of the entertainment app makers should get together, brand the coalition and let users get one new game a week or something from a consolidated brand instead of having to find new apps all the time. There's probably more time spent looking for fun games than actually playing them these days!
Posted @ Tuesday, November 17, 2009 5:11 PM by David Gehring
he news apps are the most difficult to charge for. News should be free seems to the mantra on the web, Ads maybe, but is it enough?
Posted @ Tuesday, November 24, 2009 1:13 AM by MLM Software
I think even Nokia Ovi is not far behind. You can download various types of applications from there. and developers too can publish their mobile application on millions of mobile devices through Ovi store. Lets see what applications are get available at the Forum Nokia developer conference on 7th December in Bangalore.
Posted @ Thursday, November 26, 2009 3:00 AM by Subhodh
Really interesting piece of research. Can you confirm the sample size is 200 or 2,000? 
Many thanks
Posted @ Thursday, December 03, 2009 8:15 AM by Finian Murphy
Very interesting article here with a lot of well research information. I think the way people purchase apps really depends on their personality, just like with any market, they become a target market. For example, simple comedy apps are definitely geared towards teenagers and other young kids. While something like a complex calendar would be for a businessman etc.
Posted @ Tuesday, January 05, 2010 12:32 AM by iphone developer
Google's Nexus One is following in the iPhone's footsteps. Its 3G connectivity is spotty, and Google is hurrying a patch, just as Apple was forced to do when it introduced the iPhone 3G.
Posted @ Thursday, January 28, 2010 4:17 AM by Facebook Developers
Really good analytical mind the writer has. And rightly so because most of the people prefer to discuss about finance and health.
Posted @ Tuesday, February 02, 2010 6:24 AM by Malang
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