growing and monetizing your app using twitter
notes from a session at #TwitterFlight
- John Egan, Director of Channel Partnerships at MoPub/Twitter
- Asher Vollman, creator of Threes
- Ashley Higgins, mobile growth and partnerships at Reddit
- Brian Kealer, developer at Glu Mobile
This session focused on building, growing, and monetizing (using Twitter).
You can distribute an app organically or using paid user acquisition through Twitter:
- what ad formats do you want to run?
- sell ads directly
- work with multiple ad networks
- realtime hitting exchange
They looked at the lifecycles of top 10 apps to better understand the traffic patterns and performance:
Key takeaway here was to plan for monetizing your audience before you launch — as success can come quickly and may not stay that long. Good to capture surge of traffic after launch.
Ashley from Reddit echoed this — “The earlier you can plan on the distribution and monetization side, the better things will be, you have time to fine tune and optimize the experience for your users.”
- Consider ads part of the experience, respect the user
- One approach is to segment ads in games based on in-app behavior (i.e. not until you finish a certain level)
- Main thing was making ads respectful, and weave content and ads together in a good way
Overall, felt like pretty basic stuff. Wish they touched more on different revenue models apart from advertising (like the marketplace).
And I guess it’s only fitting that a session on advertising and monetization felt like one giant ad for Twitter. ¯\_(ツ)_/¯