Showing posts with label Sales. Show all posts
Showing posts with label Sales. Show all posts

Wednesday, 3 July 2013

June Data

July is here, so that means my June download and sales data is now available for your enjoyment. Enjoy it!

Downloads for June were down by about 30%, owing mainly to massive declines in Playbook downloads. As expected, BB10 overtook Playbook as the dominant source of my downloads, and BB10 downloads now make up 63% of the total. I expect that percentage to continue to increase as long as the platform survives.

There was a bit of a shake up in the devices realm this month as 41% of my BB10 downloads went to devices running the Qualcomm GPU, 39% went to Imagination GPU devices, 18% went to Q10 phones, and 2% went to Verizon Qualcomm phones. I'm not sure how things will change in the future, but even without having access to many of my apps, the Q10 tripled its market share in just one month. Also of note, the Q5 accounted for 6 of my downloads this month, despite the fact that it was only available for a couple days in June, and only in certain countries.

The top five download locations this month were Canada at 17.5%, Indonesia at 9.3%, the US at 7.6%, Saudi Arabia at 5.1%, and the UAE at 4.5%. Significant numbers also went to the UK, South Africa, Nigeria, Germany, China, and India. The UAE leapfrogged over the UK into 5th place, but otherwise the numbers were pretty much the same as last month.

Despite my pessimism, sales continued to rise in June, growing an additional 9% over May's massive increase. BB10 sales increased at a slower rate, growing only 2.5% and accordingly they only accounted for 75% of this month's total, but that's still far better than I was expecting. Perhaps the fall-off has been delayed until July.

By device, 51% of my BB10 sales went to Qualcomm phones, 26% went to Q10s, 18% went to Imagination devices, and 4% went to Verizon phones. Once again, the sales and download numbers don't match up, with Imagination phones accounting for less than half the expected sales. Additionally, proving that God is right to hate the Q10, despite going out of my way to port Word Scramble to the Q10, I sold but a single copy. Never again.

By country, Canada accounted for 37% of my BB10 sales, the US for 13%, Indonesia for 10%, Germany for 4.7% and Poland for 2.3%. The UK slipped a substantial amount in June, and I didn't get a single purchase from Saudi Arabia. If that continues into July and August, I may be forced to drop support for that location.

Saturday, 1 June 2013

May Data

It's June, which means it's time for me to show off my fancy, new May data.

Downloads were up 55%. The total number increased at a faster rate than last month, but due to the larger number of downloads, the percentage increase was less. BB10 downloads made up 48% of the total, once again increasing their overall share by 20%. I don't expect the same kind of growth in June, but I do anticipate that BB10 will finally overtake the Playbook.

47% of my BB10 downloads went to devices running the Imagination GPU, 45% went to Qualcomm GPU devices, 2.5% went to Verizon Qualcomm devices, and 6% went to Q10 phones. Not all of my apps are available for the Q10, but I've added a couple, so I expect its share to increase a bit next month.

The top-five download locations this month were Canada at 16.5%, Indonesia at 10%, the US with 7%, Saudi Arabia with 5%, and the UK with 4%. Substantial numbers also went to the UAE, South Africa, Colombia, India, Germany, and China. Canada remains dominant, but Indonesia's much larger population may allow it to threaten for the top spot at some point.

For reasons I cannot explain, sales this month were up a whopping 94%. BB10 devices accounted for exactly 80% of sales, and the total sales to BB10 devices were up a ludicrous 157%. I expect sales to fall off significantly in June, but it was nice to get a single-month boost.

60% of sales went to phones with the Qualcomm GPU, 24% to the Imagination GPU, 6% to Verizon phones, and 10% to Q10 devices. The breakdown is very strange when compared to the download breakdown. I'd expect them to be roughly the same, but they're not even close.

Geographically, the top-five countries for BB10 sales were Canada with 35%, Indonesia and the US with 13% each, the UK at 6% and Germany at 5%. One of my apps is really only useful in Canada, so it makes sense that the purchase numbers there would be somewhat higher than other countries. I'm pleased with the growth in all of those countries, but a little disappointed that I only made a single sale to Saudi Arabia.

Surprisingly, Playbook sales remained stable. They're still far below their peak, but it may be a while longer before they finally hit zero.

Tuesday, 7 May 2013

April Data

It's May, and that means my April sales and download data is now available. It took me a few days to get it, which is why this post is going up so late.

Thanks to a couple new releases, overall downloads were up by 71%. BB10 downloads made up 28% of the total number, increasing their share by nearly 20% of the total.

49% of my BB10 downloads were on the Qualcomm GPU, 47% were on the Imagination GPU, 3% went to Verizon devices, and the remainder was split evenly between developer devices and the mostly unreleased BB Q10. Most of my apps aren't available for the Q10, so I don't expect its share to increase much in the future.

Location-wise, 16% of my BB10 downloads went to Canada, 10% to Indonesia, 10% to the US, 5.5% to Saudi Arabia, 5.4% to the UK and 3.8% to South Africa. US downloads grew as I expected them to, but Canadian and especially Indonesian downloads grew far faster than anticipated. I now expect that either Canada will remain on top, or Indonesia will claim the top spot for the month of May.

Sales were up a meagre 3.4%. Better than nothing, but considering I put out something new, it wasn't an encouraging amount of growth. BB10 accounted for 60% of my sales, which was in line with what I was expecting. Sales on BB10 devices were themselves up by 62%.

The US accounted for 25% of sales, Canada for 20%, Indonesia 12%, Germany 5%, with South Africa and the UK each taking around 4%.

At the current rate, if I don't release anything new and exciting, I expect Playbook sales to continue to drop, and to hit 0 within six months.

Monday, 1 April 2013

March Data

It's April, and that means my March download and sales data is ready to go.

Despite March having three more days than February, my overall downloads were down 7.3%. However, BB10 downloads increased from a 1.85% share to a 8.32% share of the overall number. More of my free apps were available for the platform in March and even more are available now, so I expect the share to increase with time.

In March, 72.5% of my BB10 downloads were on the Qualcomm GPU, 2.4% were on the Qualcomm GPU for Verizon, 24.2% were on the Imagination GPU, and the remainder went to Dev 10 devices.

Canada accounted for 43.6% of my BB10 downloads, followed by the US at 12.4%, the UK at 9.8% and India at 4.7%. Considering that the Z10 was only in wide release in the US for nine days, I find its numbers rather encouraging, and expect it to challenge Canada for the number one slot in April.

On the sales front, my overall app sales were down by 1.7%. However, the share of sales that went to BB10 devices increased from 22% to 38%, and BB10 app sales were up by 65%. 75% of sales were on Qualcomm GPU devices, with the rest going to Imagination GPU devices.

Canada accounted for 60% of my sales, followed by South Africa at 9%, the US at 7% and India, the UK, and Jamaica each with about 4%.

It would seem that the Playbook is continuing to die as a platform while BB10 is on the rise. If current trends continue, more than half my sales should go to BB10 devices this month.

Friday, 1 March 2013

BB10 Sales Data

BB10 phones have been out for around a month now, so I thought I'd present my February sales data to give some indication of what developers can expect.

Now, not all of my paid apps are available for both the BB10 and Playbook platforms, but enough of them are that I feel it's close enough to make a comparison.

So, in February about 50% of my app sales were to Canada, 25% to the UK, and 15% to the US, with the remainder distributed across other countries, mainly in Asia and Europe.

Of my total sales, 78% were for the Playbook, and 22% went to BB10 devices.

Of my BB10 sales, 85% were on devices using the Qualcomm GPU, and 15% were on devices using the Imagination GPU. 78% of sales were to Canada, 15% were to the UK, and the rest went to India and South Africa.

On a month-to-month basis, even though February has three fewer days than January, sales were up about 40%.

It's only been a month, but these numbers lead me to be cautiously optimistic about the success of the BB10 platform, and my own success selling apps for it.

Thursday, 1 November 2012

October Data

For a long time, I've been looking for a way to monetize my Playbook apps. It has not been going well. Anyway, since it's November, I thought I'd share my download and sales data for the month of October.

In short:
28646 downloads
142 sales
$0 in ad payouts

From October 1 to 31, my Playbook apps received a total of 28648 downloads, or around 924 per day. About 9000 came from Canada, 7000 from the UK, 3000 from the US, with the rest split amongst various other nations all over the world, including a single download in Brunei.

Mid-week days tended to produce about 30% more downloads than the ends of the week, with Thursday being the most popular day, averaging more than 1300.

My most popular app was GPS Data Master, and my least popular was Psychic Test.

On the sales front, I sold 140 apps and 2 in-app purchases. Purchases come in multiple currencies, so it's hard to figure things out exactly, but after fees I should net about $90. I sold at least one copy of 10 different apps. The top-seller this month was Awesome Sudoku, which moved 60 copies.

On the advertising front, the various ad networks I use on my blogs combined for around 10000 impressions, 100 clicks, and earnings of $1.88, which I will not receive because it's nowhere near the payment threshold. The ads on my Playbook apps had around 38000 impressions, 370 clicks, and earnings of $7.60, which I also will not receive. These amounts will roll over, and I should be eligible for some kind of payout in 4-5 months. Maybe.

Admittedly, the fill rates haven't been great, but based on the CTR and EPC I've been getting, to make a living on ad revenues, I would need every single Playbook owner out there to use one of my apps five times per month. And that's a bachelor apartment-style living, not champagne and caviar. Suffice it to say that I'm not second-guessing my decision to abandon development for RIM products.

Thursday, 5 January 2012

Trying and Buying

Not every app I make is popular. That may be hard to believe, but it's true. Some things I think people will like just don't gain any traction, and languish in obscurity.

When that happens, there are two things I've done to try to boost sales (or get any sales at all): 1)I put out a stripped-down, free version with annoying popups that ask users to buy the full version. 2)I set the app to Try & Buy. They seem to have approximately the same efficacy. The free version will get downloaded many more times than the Try & Buy version, but the total adoption numbers for the full versions of the apps seem to end up about the same.

Putting out a free version is simple, but (in the past, and possibly still today) the Try & Buy system on BlackBerry App World is a bit broken. So, here are some tips to get people Trying & Buying:

1)Start your app as Try & Buy app rather than switching an existing app.
This isn't strictly necessary, but if you know you're going to go the Try & Buy route, it can make things a bit easier.

2)Be wary of your version numbers
There have been problems with users being able to upgrade to the full version without paying, or downloading the paid version and getting the trial. Make sure your full version has a higher version number than your trial all the way down to the packaging level.

3)Mind the check boxes
You need a trial version and a full version, and you need to make sure App World knows which is which. When I uploaded my first Try & Buy app, I didn't notice that there was a box labelled "Is this a trial version?" or something to that effect, and I screwed things up and had to do some repackaging and reuploading.

4)Have a link inside your app
Make sure your trial version has an obvious link to your full version in it. I use a big red button that says "Upgrade" You can link directly to your app in App World by using an URL that looks something like this: appworld://content/67275 Linking to the app's page on the web will also work, but brings up the browser first and is not quite as elegant.

5)Test if for yourself
After your app goes live, be sure to download the trial version and test uploading to the full version. If it doesn't work, take the app down immediately and try to figure out why. Nothing's worse than people who want to give you money being unable to do so.