Hello folks, I have published a new article with interesting notes on mobile app development from the latest mobile dev and game conferences I attended. Enjoy
I'd be interested to see data behind this: "A mobile app or game invitation sent via SMS has the highest k-factor compared to all other channels and this trend is even stronger in Latin America." I don't know anyone who's ever sent or received a SMS invite, so this is surprising me. We actually put SMS invites on the back-burner for our latest game because 'No one ever does this'... now I feel like this might have been a mistake!
That can be quite tricky for some games, because it can lead to visibility problems for game objects. Thou, nice list. Thank you for that!
This was said last week on Mobile Gaming USA West conference in San Francisco during the panel about Latin America mobile gaming market. However, it doesn't mean SMS is the most effective UA tool - you cant bring such volumes of users via SMS as you can just via ad networks for example. However, they haven't presented any hard data
Ah I understood K-Factor to be marketing speak for UA. After looking up K-Factor I begin to understand. It seems to do better with low volumes. If I understand correctly, it's # of invites sent * % of invites accepted. If 1 invite is sent and 1 invite is accepted the k-factor is rather high. It doesn't mean that it's worth implementing. Feature is back on the [nice to have if we're bored] list. Thanks for clarifying.
We put SMS invites into one of our apps. It took off really well and currently outstrips Facebook and Twitter shares.
Wow. That's a lot of money. I know Clash of Clans is pretty popular, I just didn't know it could pull in that huge amount for them.
That's a surprisingly good list. One problem -- not with your list, but with the overall approach -- is that it's a hit-driven industry, and very few developers will ever get into the top 10. So I'm particularly interested in insights for the midlist.