10 ways that free messaging apps monetize
Free messaging apps didn’t have a business model until along came stickers and games platforms. This post looks at the options for messaging apps to monetise.
Of the leading messaging apps WhatsApp is unique in charging for access. Although after a recent change they now offer their users the first year free, with each subsequent year costing $0.99.
As WhatsApp are anti-advertising and don’t offer any other premium features this subscription is how they earn their dollars although with more than 300 million monthly active users they're probably doing ok.
That said the only reason WhatsApp can charge is they're market leaders and any other apps following their lead will likely fail.
Along with WhatsApp most of the top messaging apps exclude banner or display advertising from their core messaging features believing that such advertising adversely affects the user experience.
WhatsApp have been particularly explicit about advertising, with CEO Jan Koum even extending their dislike of it to include
"anything that smelled like an advertising business"
By this he's referring to the stickers and in-app purchases that competitors LINE, WeChat, Viber and others promote in their apps. For me this is a little disingenuous as the messaging part of most of WhatsApp competitors is available without advertising and the richer experience of stickers and games are opt-in.
Stickers, for those who’ve been asleep for the last six months, are pictures, sometimes animated, that are exchanged by users within chats.
They’re small, visually rich, often cartoon-y images that are used by users to embellish their chats - to express emotion, tell a story, be silly, funny or serious or for any other reason that the user might like to use an image to represent how they feel. They're like ‘better’ emoticons.
Stickers typically come in ‘packs’ of between ten and twenty and can be downloaded and used within one-to-one or group chats.
Selections of free sticker packs, often produced by the app itself, are offered to drive awareness and encourage usage with the hope that once users are hooked that they become premium stickers users.
Premium sticker packs, priced at around $2 per pack, are a mixture of the apps own-produced content, content from established producers such as Disney or Sony and from smaller providers who produce bespoke content especially for the app. The rich, graphical nature of stickers is great for movie and character content but the format also lends itself to producers who can create interesting and engaging content.
With a clear business model and users who seem to like the concept it's no surprise that stickers have spread quickly with LINE, KakaoTalk, Viber, Tango, Kik as well as Facebook Messenger and Path all offering them. And with LINE earning $10 million per month from sticker sales alone I expect to see a lot more stickers!
Once messaging apps have built up large communities of users they become attractive to brands as a means to directly engage with users. Apps like WeChat and LINE offer official, verified accounts (see 5 below) but a first step to user engagement is to offer free, sponsored stickers.
This straightforward extension to stickers offers enables brands to get to users in a visually appealing way and, by definition, where the user does the content sharing for them. This model works extremely well for music artists, movies or other mainstream digital content where users genuinely want to get their hands onto content.
Imagine how quickly Twilight, Lady Gaga or Despicable Me content spreads and brands will pay handsomely for this access.
The messaging apps have different options open to them on how they monetise including a simple access fee where the brand pays to place it's content, payment per download or payment per message. Sponsored stickers are LINE's third largest revenue stream after in-app payments and premium stickers so again we'll see more of this.
Having built a large community of users the perennial question facing messaging apps is how can they monetise if they don't accept display advertising? Well the answer to this could be official accounts.
Official accounts give brands, celebrities and merchants the ability to connect and engage directly with users. The official account uses the same, familiar features within the app so they can connect as 'friends' with users, exchange messages and share content.
For enlightened brands that content could include basic marketing messages but more likely will take advantage of the closeness of the relationship to the user and include prizes, media, exclusive news, offers, coupons or discounts.
In the case of WeChat users can add brands or celebrities via their user ID or using a QR code reader which is built into the app. Adding Lionel Messi, the FC Barcelona and Argentina football player, gives me, in theory (!), a direct connection to him.
LINE have similar official accounts and have brought together sponsored stickers and official accounts in their current promotion of Real Madrid. Users can download a free Real Madrid sticker pack in exchange for adding Real Madrid's official account as a contact.
Again there's several different ways for the apps to monetise:
Pay to create and promote official accounts
Pay per engagement e.g. per contact added, per message exchanged, per content downloaded
Pay per message e.g. brands could buy 'bundles' of messages to send or receive
With messaging apps having many millions of users in specific markets it's easy to see how brands would be eager and willing to pay to get access to these users, particularly if users gain something valuable in return and are incentivised to connect to the official accounts.
The risk of course is that the official accounts get excited and start spamming their followers which has a wider impact on the users willingness to keep using the app. Tread carefully would be my advice to both apps and brands.
Content merchandising isn't going to be an option for every messaging app but for the one's creating their own characters licencing them for merchandising may well prove to be a highly lucrative move.
Such a move follows the success of Rovio in expanding Angry Birds into a global entertainment, publishing, and licensing brand.
Jun Masuda, LINE’s chief strategy and marketing officer spoke about LINE’s merchandise licensing business, noting that sales of LINE character goods already account for 4 billion yen in sales. He added that the company will be rebranding the character business as ‘LINE Friends’, and they hope to accelerate that business in the future.
7. Filters, wallpapers, themes and other content
With stickers having finally demonstrated a business model that works expect to see more content extensions to the core messaging experience. There's lots of different content types that can be retailed within a messaging app including wallpapers, filters, themes and others.
Whether this works or not depends on the implementation - there's more to success that shoving content down a users throat but stickers have proven that at least some users will pay so expect more content.
8. Platform SDK including in-app purchases
The really big revenue generator are in-app purchases from games which follows the move in casual and social gaming to freemium models where the core game is given away for free and the app monetised with 'extras'.
Messaging app game platforms enable their users to discover and download games and other apps, play against each other and share results and leaderboards. Users can also buy virtual items and purchase extra's like coins, levels, tips, boosts or anything that the user needs to progress in the game.
Korea’s Kakao Talk recently revealed some impressive statistics about the games on their platform:
30 million users have played at least one of their 180 titles
$311 million in revenue during the first half of 2013
The revenue figures are gross and are shared with the developer and the publisher (Apple App Store or Google Play Store) but they are still big numbers.
Interestingly developers are not charged to publish their apps nor do they pay for downloads - the whole model is based on free to download with in-app purchases.
In-app purchases though LINE’s games platform contributed 53% ($53.7 million) of their revenue in Q2 2013 so KakaoTalk are not on their own in producing great results from this approach.
Other messaging services are following suit with China’s WeChat, Tango and Kik also offering their own platform SDK’s.
Whether there are enough game developers in the world to publicise a good range of titles on all of these platforms remains to be seen and different users will have different expectations on the game content in their app but nonetheless a sign of the future.
With large communities of users and the presence of brands in official accounts it's likely that mobile commerce will be a direction for ambitious messaging apps to go in.
China's WeChat has the most advanced approach enabling user's to connect their credit/debit cards and their WeChat account so that they can make purchases from within the app. If this sounds a little far fetched then consider:
WeChat already includes a scanner used to read QR codes to help users share their accounts and connect with friends - this scanner has been updated so it can read product barcodes, allowing users to scan barcode and pay for the product from within WeChat
Official accounts can use their messaging to push offers and vouchers based on location directly to a user
Accounts can have their own dedicated mini-navigation created by WeChat so that they can link to their own pages from within WeChat
With many hundreds of millions of users on WeChat there's incentive for merchants to integrate with them and with the direct to consumer marketing possibilities through official accounts it's easy to see new forms of social commerce emerging.
LINE again. This time announcing LINE Music to come "in the fall of 2013.
Jun Masuda, LINE’s chief strategy and marketing officer said that LINE Music will not be a separate app but included in LINE’s basic functions. Masuda said that you’ll be able to listen and share with friends too, and the service will not be just for Japan, but outside the country as well.
How easy it is to deliver music remains to be seen as the perennial problem of securing the support of the record labels remains. Playing song snippets and pushing users to pay for a full track download doesn't seem that interesting for users, although Shazam push $300m worth of download revenue per year.
Streaming might work though and the messaging apps are probably well suited to socialising features like playlists, popular tracks etc... We'll see soon enough.
Call termination – either internationally or terminating calls out of/into the messaging app - seems an obvious route to monetisation for communication services with may tens, if not hundreds of millions of users.
But there seems little appetite for this route. Nimbuzz offer chargeable call termination and Viber are trialling different options on a small subset of their users but these are tiny efforts in the overall picture.