Ram Maheshwari Logo Image
Navin Sanjay

Successful App Secrets: Data-Driven Insights and Strategies for Google Play Store Apps Excel Dashboard

I am excited to showcase my project, which is an Interactive Data Dashboard for Mobile App Analytics. This project was created to provide a user-friendly interface for tracking and analyzing key performance metrics of Google Play Store Mobile Apps. It combines data visualisation, interactivity, and real time updates to empower decision-makers with actionable insights.


Project Overview

The primary purpose of analyzing Google Play Store app data is to extract actionable insights that inform strategic decision-making for app developers, marketers, and business stakeholders. This analysis serves as a powerful tool for understanding the dynamics of the app ecosystem and harnessing its potential for success. Using Excel, an interactive dashboard has been created to extract insights that will inform actionable decision making.

Key Insights:

Category Performance Analysis:

  • The Events and Education categories have the highest average ratings, with 4.44 and 4.39 respectively. This suggests the apps within these areas have high satisfactory with users. This may be because these types of apps, especially Education, are beneficial to users as they are gaining something positive out of the experience (e.g., Duolingo - Learning a language) and particularly with parents downloading apps for their younger children to use. Event Apps are the highest rated because Users also find a direct purpose with the apps, Ticketmaster, Seatgeek, all of these have a high amount of installs with relatively higher ratings than average. Suggesting people value Apps that provide them with direct value to their life.
  • The Family and Game categories have the most significant amount of installs and reviews, indicating high competition in these areas.
  • Books and reference category is a niche content with high ratings but has lesser amounts of installs and reviews. Suggests generally the apps are high quality and valued by their users.
  • Dating apps are a category that faces challenges. Has a low average rating of 3.97 which suggests this category will have problems with user satisfaction. Could be an area for improvement through innovation.

User Engagement Insights:

  • Apps with sizes between 20MB and 80MB have a significant average number of installs, ranging from millions to over 20 million. This is because a significant number of Apps on the market are between these sizes. This suggests that this range of size is comfortable for users to download.
  • Apps over 100MB in size might target niche audiences due to their larger size, resulting in fewer installations but potentially higher user engagement in specific user groups. This indicates that users are willing to tolerate larger app sizes if the content justifies it.

Pricing Strategy Evaluation:

  • There is a large spread of Prices of Apps for paid for applications. Ranging from as low as $0.99 to as high as $399.99. This indicates that developers have flexibility in pricing their apps to cater to different customer segments and app categories.
  • Some common price points include $0.99, $1.99, $2.99, $3.99, $4.99, $5.99, $6.99, $7.99, $9.99, $10.99, $12.99, $14.99, $19.99, $24.99, $29.99, and $39.99. These price points are often used to make pricing more attractive and convenient for users.
  • There is a concentration of apps at the lower end, between $0.99 and $4.99, this will be the prices people are most likely willing to pay for an app.
  • There are a few outliers with exceptionally high prices; these were disregarded.
  • App prices vary significantly across different categories. For example, the "MEDICAL" category has an average price of approximately $13.21, while the "LIBRARIES_AND_DEMO" category has an average price of $0.99. This wide range suggests that app pricing is influenced by the category and the perceived value of the apps within that category.
  • There are categories with high average prices like Business and Finance. This could be due to the nature of the apps, which may provide specialized tools and services.
  • There isn't a strong linear relationship between app prices and average ratings across categories. While some categories with higher prices have high average ratings (e.g., "BOOKS_AND_REFERENCE" and "MEDICAL"), others with lower prices also have high ratings (e.g., "ENTERTAINMENT" and "WEATHER").
  • The data suggests that users in certain categories may be willing to pay higher prices for apps, especially in categories related to education, reference, and medical. These categories often provide valuable and specialized content or services.
  • Developers should consider category-specific pricing strategies. For categories where users are willing to pay more, developers might explore offering premium features or content. In contrast, categories with lower average prices may benefit from monetization through ads or in-app purchases.

Price-Performance Analysis:

  • As the price of apps increases, there is a general trend of decreasing average installs and reviews. This suggests that higher-priced apps tend to attract fewer users and receive fewer reviews. This is likely due to users being more selective when making a purchase at higher price points.
  • Again, for paid apps - The price groupings between $3 and $10 appear to be the sweet spot in terms of app performance. Apps priced within this range tend to have a good balance between installs, reviews, and ratings.

Price vs. Value Perception:

  • Users tend to give higher ratings (above 4.0) to apps priced below $3. This indicates that users perceive apps in this price range as providing good value for money.
  • Developers should consider the pricing strategies of competing apps within their category. If similar apps are priced significantly lower or higher, it can impact user perception and affect the competitiveness of their app.
  • Offering free trial versions or a freemium model with in-app purchases can be effective strategies to attract users and then monetize the app based on perceived value.

Rating Impact:

  • The majority of Apps fall under the "Everyone" Content Rating, which makes sense as this will have the widest target audience. However, "Everyone 10+" and "Teen" have the highest average rating and average installs. This makes sense as users that are generally downloading a number of applications will be Teenagers/Pre-teens who are the most active on their phones.
  • Adult and 18+ are rare, signifying they are for niche apps only, however they have the highest average rating, which is expected, as these apps are often tailored for a specific, mature audience.
  • Mature 17+ and 18+ have the lowest amount of installs which makes sense due to their age restrictions.
  • "Teen" and "Mature 17+" apps are prevalent in the "Sports" category, which might suggest that sports-related content often falls into these rating categories, these could be apps such as sports betting, or fantasy sports which most likely have age restrictions on them.
  • The "Social" category has a mix of content ratings, including "Teen," "Mature 17+," and "Everyone."
  • Developers should consider the nature of their app's content when choosing a content rating. It should align with the target audience and intended user experience.
  • Understanding the performance of apps with different content ratings can help developers make informed decisions about their app's rating and content.

Tools Used

Excel
PivotTables
PivotCharts
XLOOKUP
INDEX & MATCH
Python
Pandas
Matplotlib
Seaborn
HTML
CSS
Dataset: Google Play Store Dataset