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by ilugaslifg
3380 days ago
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Would you mind translating this into english? Even seeing the definition of LTV above, I still don't understand the story your comment is telling. What is "paid user acquisition"? How would a higher "lifetime value per user" enable you to do it? How is your app monetized to arrive at this LTV? What would it imply for you to have "designed it around monetization from day 1", what would be different? Why can't you change it now? |
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Paid user acquisition is spending money, usually on ads, to get people to install your app.
The app business is now a ruthless winner-takes-all market and the game is all about spending $3.00 to make $3.05.
When you see pervasive ads for Mobile Strike or Game of War it means that these games are doing a better job of monetization than anyone else so they can buy the users and dominate the top spots in the charts.
Anyway, to advertise for your app, you're competing with every other advertiser out there with products that earn at least a couple dollars per clicking user. If your app only earns $.15 over the lifetime of the person that clicked, you can't afford to take out ads.
As to "Why can't you change it now?" - I haven't figured out a design that would ever allow it to be a high LTV product. So what I do going forward is think very carefully about potential apps through the lens of whether or not they could possibly be high lifetime value. If not, I won't waste my time writing that app.
In closing it is a really really damn hard craft to master, but the multi-dimensional aspect of it keeps it fun.