Maximize revenue from Android by optimizing your prices.
Google Play promotes a new feature within Play Console that allows you to maximize revenue from Android by optimizing your product prices.?
Maybe the feature is not that new, because I see dev article dating back to May 2023. In addition,? most likely many of you were able to get the same result on all platforms (not only Android), without a dedicated Google Play feature.
What is new? - no dev time is needed to implement it & use it. One liveops or analyst specialist should be enough.
In a nutshell, the feature allows you to run A/B tests in Play Console and use results to adjust you IAP prices according to purchasing power in different markets globally.?
They say localized prices can help you reach more buyers who may have previously been priced out of monetized experiences in apps and games.
The main idea behind the feature - players around the world have varying degrees of purchasing power.?
Now you can diversify your pricing strategy for emerging markets or test different price points in your core markets to drive more revenue.?
When it comes to configuration, they give a bit of freedom:
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Here are two experiences Google Play shared from the studios who have used the feature already:
MindBourne has had great success with their game SlothRun. Their game has huge Daily Active Users (DAU) across 70 countries globally, but they realized that over 70% of their total revenue is coming from the United States.Using the Strategic Guidance reports in Play Console, they saw that their monthly buyer ratio was well below their peers' median for all countries outside of the United States, and decided they wanted to drive this metric. They focused on emerging markets like India and Mexico, where they had high DAU but a low number of buyers. Experimenting with their entry-level, lower-cost in-app products and with a 30% reduction in the price, they were able to achieve +24% spend uplift and a +17% increase in buyer conversion.
here is another example:
Cotterell Studio’s game, Mighty Craft, is a competitive role-playing game that focuses on established markets across APAC, the US, and EMEA. They have a lot of vanity items like skins and costumes that top players use to decorate their characters. These items are highly desirable, but they serve no purpose in the game beyond mere decoration. Cotterell Studio wants to understand the price elasticity of these items to see if they can price the items slightly higher while maintaining a similar average revenue per paying user (ARPPU) for their top spending players. They run a test increasing the price of these popular in-app products in Australia, Finland, and Canada to understand the player price elasticity, before analyzing the results and extending this new price to other established markets.
All the info is from Google (from the feature onboarding course)