By: Dr Lynda Kelly, Category: Museullaneous, Date: 11 Jan 2011
The mobile world is here to stay, I think we all agree with that. The next big thing for museums then is developing applications for smartphones. Whether to charge or not to charge for these seems to be the question ... or is it??
There has been some discussion about charging specifically for museum applications on the #mtogo stream on Twitter. Responses have ranged from (and I’m paraphrasing here): “I will not be using your app if you charge”, “we already pay taxes for content so it should be free” to “it could be considered that you need to cover your expenses” and “it is a revenue raiser”. One comment said it depends: “you'd charge for a book but not a pamphlet, and for some talks. just depends on what the quality and intent is”.
As at 5 January 2011 (when I last searched the iTunes Store) there were around 259 iPhone apps that were categorised as “museum education”. Of these around one-third seem to be actually produced by museums, although it was difficult to tell as lots of city guides and commercial art apps seemed to be tagged this way too. Anyway, of these several are paid (some examples include the iMusuem Musee du Louvre $3.00; Gauguin Exhibition at the Tate $3.99; Houdini at the Jewish Museum NY Acoustiguide Smarttour $3.99; $5.99 for the Mucha Museum). Current apps from the Smithsonian, Cal Academy and AMNH are free. However, just today the British Library released a much-trumpeted app for around $4 for iPhone and $6 for iPad.
From chatting to folks here and on Twitter, it seems to me that, rather than a blanket statement saying they must always be charged or free, there are a number of charging models that could be considered, each with its own set of positives and negatives.
Model 1: Free app
Positives:
Negatives:
Model 2: Free app for (say) two-three months then charge
Positives:
Negatives:
(Note @jvsankar suggested “maybe cost can be tied to a real visit to a museum that then provides a time limited code for free access, benefit both worlds”)
Model 3: Free app, then charge for version 2 (i.e. offer as a 'light' version first)
Positives:
Negatives:
Model 4: Charged app
Positives:
Negatives:
Another model seems to be "freemium", as stated in this Smartphone owners paid less for apps in 2010 article: “More applications on Apple's App Store switched to a freemium model, which lets users download applications for free and then makes money by selling premium services through the application. About 34 percent of all revenue generated by App store applications came from in-app purchases on free applications. Half of the revenue generated from the App store came from paid application sales.”
And while we’re at it here’s a link to the video Mobile Year in Review with some stats that will amaze you, as well as some online resources thanks to the folks on #mtogo (especially the lovely @nancyproctor and prolific @musebrarian and yours truly):
In summary then, it seems that the answer to this question is "it depends". Or, indeed the question may not be whether to charge or not, but how much and when - which charging model best suits that particular circumstance?
One final thought: perhaps museums could market charged apps as users paying for convenience (i.e. pushing content to their mobile device) rather than paying for the content itself which may also be free on the website or the physical site anyway?
So, just my two cents worth and I'd be keen to hear your thoughts, as well as any alternate charging models.
Here's a good paper on this topic: Getting on (not Under) the Mobile 2.0 Bus.
Just in via Twitter: "@sherah1918: 73% of museum iPhone apps are free, others range from $.99-7.99: http://bit.ly/foihJL . Compiled #s from @CharlesOuthier's list. #mtogo"
Interesting!
Thnx Lucinda and look forward to hearing what happens at Te Papa.
Jen - I think partnership could be the fifth model actually. I hadn't thought about that before so thanks. I guess if it's a commercial runaway success the revenue sharing arrangements could get messy? Apart from Angry Birds, I'd also be curious to see what apps are making big bucks? Might have a sniff around...
Nice post, Floods, community spirit and Australia #qldfloods, by Kate Carruthers that sums up some of my earlier comments. What can museums learn from this I wonder??
Also here are some comments I got on my facebook post:
"Charge but keep it cheap"
"I would easily spend up to $6 on an app that I wanted without thinking twice."
"If they are for kids to use then they need to be free or very cheap. This is a way to get the kids more interested in museums and will have flow on effects in other monetary and non monetary ways. Charge more than cost for the ones you expect adults to use - this will at least cover some of the cost for the free or cheap ones. I don't think a "one cost all apps" should be applicable. Also, make sure you have good apps for all types of phones not just iPhones! Hope this helps!!"
"… even in the commercial world different revenue models can co-exist. Whether it is free or fee, it has to be terrific!"
"I think this is an interesting question and wonder if it would be related to how the app. is being used. How often does the "visitor" use the app? Do they update it? How much did the museum spend to create it? The Pentimento app. at the National Gallery in London, I believe cost $2.99 but cost $90,000 to create it. Perhaps it could be argued that if the app. is an "in visit" app, such as the Smithsonian app, then it should be free, as the visitor has to go to the museum to fully appreciate it. However, if the museum is reaching out to the world, creating an experience with their collection, like the National Gallery, then perhaps a small "admission" fee isn't so bad."
Thanks for your interest all everyone!
Thanks so much for your insightful comments Nancy and generous sharing of links.
The Freemium model as mentioned in our Tweets and this post seems an interesting idea, and I’m with you on Option 4, however attractive it may be to museum managers it is a risk (however I’m not saying we shouldn’t dismiss it out of hand).
As you and Mike have consistently pointed out, there is a much bigger issue here. Business models aren’t the only thing that will have to develop and change. The rapid development in mobile means that the ways we work to deliver content across both our physical and virtual sites are now being disrupted. Today more than ever, museums need to be nimble and flexible and on top of our game. However, most of all we need to be prepared for major change – this I see is the fundamental challenge for the 21st century museum and is something that will not go away! Our traditional models of exhibition development, interpretive strategies and learning programs, as well as collection management including databasing, will need to be re-thought to include what’s happening in the mobile sphere. I don’t see that we are having these major conversations at senior levels across our sector, and any discussions are patchy. There was a piece in the Harvard Business Review just today about strategy which stated that: “Ultimately, strategy is a way of thinking, not a procedural exercise or a set of frameworks.”
Trite now it may sound, but the Queensland floods have yet again brought home to me the power of social media and, even more so now, how it functions in the mobile arena through galvanizing communities, providing information and support (and raising big bucks too) and museums could well learn from this.
Be interested in seeing your museums and web paper at some point too and can’t wait to see you guys at our Museum 3 March event (can’t help the shameless plug!).