The post below is an excerpt of a larger post I wrote during the launch of iCombat (iTunes link). The post is worth reading if you are an indie developer thinking about launching an iPhone application on your own:
I came across an interesting post on “How to use Twitter, Facebook and YouTube to market your mobile games” and it reinforced what I have noticed since readying to launch iCombat – there are too many channels to manage when it comes to reaching the end user! This may sound like a high class problem to all of the game and content developers that have faced the gatekeepers of distribution over the years but the sudden blossoming of dozens of channels to reach users has created its own set of problems. Now the burden of brand management and marketing has fallen into the lap of the indie developers, where they must become “marketers” of their product if they hope to get noticed.
The rise of the fractured, multichannel market has created dozens of sites that developers now need to visit to build goodwill and help gain exposure, something that is fundamentally different from what they probably want to be doing. In our case this translates into 18-20 hours of work a day since launch to manage the marketing effort. While we have a dedicated team for this, most developers don’t have the luxury of even dedicating all of their own time to managing their launch.
I have compiled a list of some of the tools and sites I think necessary to run a solid app marketing effort:
Top Down channels – kissing the ring
- Bloggers – aka the “digital influencers” – sites with major traffic like Gizmodo, Techcrunch, GigaOM
- Targeted review sites – Touch Arcade, 148Apps, Pocket Gamer, etc. – we have counted 60+ serious ones in all
Bottom Up channels – connecting with your users
- Facebook – both personal status and group page
- MySpace
- App/ Development/ Gaming Forums - Touch Arcade, maybe iPhonedevSDK, etc.
- Product website & blog – here you need to have a demo, maybe a news section and your blog
- YouTube – a great way to communicate with avid gamers
- iTunes App store summary
Analytics Tools – monitoring usage, downloads, buzz
- User downloads – iTunes Connect – Heartbeat App or AppViz (super easy to use but less flexible than Heartbeat)
- Usage behavior – Pinch Media – gives you uniques, geo data, version & device stats, as well as unique data by action in your App (very cool)
- App ranking – AppRanking by Michael Dorn or Mobclix
- Web traffic - Google Analytics or Wordpress Stats
- Affiliate data – Linkshare – here if you are an Apple affiliate you can earn back 5% of your 30% cut that goes to Apple – and monitor clickthrough conversion data from your site
- Brand management – ScoutLabs or Google Alerts – Scout doesn’t really seem to work for small apps or early on in a campaign as it is, for these smaller apps Google Alerts is a great basic filter
While this list is not comprehensive this is basically everything we are using for the marketing of iCombat. I didn’t realize just how many channels and tools this involved until trying to post an urgent piece of news. When iCombat was reviewed in Gizmodo’s weekly roundup of iPhone apps we quickly wanted to update every channel we were using.
Spreading the word for that first update went something like this: first update Twitter, then the Facebook status, then the Facebook “Fans of iCombat” group news section, then the iCombat website news page, then the Touch Arcade forum thread discussing iCombat, then update the app description in iTunes for the good review.
Once we had finished with the news updates, hours later, we started to comb the anaytics tools: first Pinch media, then user reviews in iTunes, then Mobclix to see if rankings had hit, then Wordpress stats to see website hits, then Linkshare to see the conversion rates, then Scout Labs to check for buzz, etc.
What we experienced was the effect of the new multichannel model where the developer has had to become a social media explorer, pushing into every nook and cranny of the social web. From gamer forums to niche blogs run by 12 year old app reviewers (they do exist), developers risk ignoring these communities at their own expense. With users fatigued by so much new product noise, it is easy for an unmonitored launch to go unnoticed by these users.
Not all products are good enough to sell themselves, and even if they are amazing, the system isn’t efficient yet at rewarding quality. So while I concede part of the problem is that most developers don’t have the time, especially amateur ones, to dedicate to marketing, I do think we all still need to shift our attention to just how important app marketing is. Traditionally, developers seem to look at rising to the top in the App store as primarily a question of the product. I would argue that in most cases now for the indie developer it is equal parts product and packaging (dare I say it might even be even more about the packaging?). This new balance should be weighed when estimating the time, cost and energy it will take to execute a new app idea – i.e. when laying out a development time line, product features and depth of marketing focus should be weighed as equally relevant factors (as each is a drain on your resources, be it time, money or energy).
In the App store the definition of what is “good” is all over the place, open to interpretation across the huge breadth of gaming, niche, utility, gimmicky and entertainment apps as well as age and demographic groups – so the opportunity to define what works is wide open for anyone willing to get down into the dirt and push. While it is fantastic that there is no system of patronage or well laid tracks in the app store in terms of rankings and exposure, it is a bit like the Wild West in that everyone is in a land grab racing for market position (whether it be in App reviews, app analytics, brand management, or the apps themselves). What’s clear is that the ones who will triumph aren’t those sitting waiting for the meritocracy to kick in, but rather those who act aggressively and start thinking creatively about how they can get noticed.
Related articles by Zemanta
- Google Voice iPhone app rejected, current GV apps lose connection with iTunes (engadget.com)
- Confessions of an iPhone game maker (macworld.com)
- Is mobile finally here? AdMob / Comscore, Forrester, CCS Insight and Lightspeed research suggests it might be (nickburcher.com)
- How to get ahead in the Apple App Store by mogeneration for mobile monday Sydney 04/05/2009 (slideshare.net)

![Reblog this post [with Zemanta]](http://img.zemanta.com/reblog_e.png?x-id=d58bb7bf-0f66-4eba-bc60-954dbd8f024f)
For iTunes Connect Reports you can also use AppFigures.