As mobile applications grow steadily, iPhone app developers are constantly finding new ways to generate revenues. Mobile Advertizing which was once a leading revenue generator has subsided to a less prominent position. According to a recent report by mobile analytics firm Flurry, in app purchases have overhauled mobile advertizing as a means of revenue generation. Bango, another mobile analytics and billing firm, states that the use of in app charging will grow over 600% and be responsible for about 30% of all mobile app payments in 2011. Mobiclix, an iPhone analytics firm and mobile ad exchange network, predicted that in game purchases will cross $ 11 billion mark by 2015.
So, what are in app purchases anyway?
Although different forms of in app purchases exist and are being updated regularly, the best example is social gaming. Zynga has created a wide variety of social games such as MafiaWars, YoVille, Farmville, Caf World and many others. Farmville alone has over 60 million monthly users. The social game follows a freemium model wherein the initial game download is free but the user has to pay for virtual goods. In app purchases such as these have accounted for 90% of the revenues, according to FarmVille’s Director of Mobile, Jen Herman. Another contributor to the companys success is its streamlined billing process that allows users to buy online goods without any hesitation.
However, in app purchases arent confined to just social gaming. Developers from companies like Bango are coming up with new ways of charging users. A subscription based model which depends on payment of regular fees is being replaced by other alternatives such as charging per play or per video. Furthermore, a company has come up with a greeting card app that is available as a free download but users have to pay for sending pictures.
Hopefully, we will see most of the programs, which are in beta stage today, to be opened up for the developers this year. In app purchases, as the estimates suggest, will become a leading revenue generator and build new ground for further innovation. Consumers, eventually, will profit from these innovations by leveraging new ways of entertainment along with utility.
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