Game Development Reference
In-Depth Information
How Long It Usually Takes for a Freemium Mobile Player to Monetize
“The rule of thumbs says that if your user has not showed the money within two weeks,” says Flurry's Patrick
Minotti, “she probably never will.” However, he adds, this can vary widely depending on genre.
What iOS Models Monetize Best: iPad Good, iPod Bad
“iPod doesn't monetize very well,” says Minotti. “The more expensive/recent the phone the better the monetiz-
ation will be (but less volume). iPad monetizes the best because it is a better gaming device.
How Much Money a Hit Free-to-Play iOS Game Can Make
“A hit game across most free-to-play game genres typically ranges between $500k to over $1 million per
month,” Flurry's Peter Farago tells me.
Who Plays and Pays for iOS Games
According to Flurry reports, iOS owners play games more than twice every couple weeks, on average. Retention
rates are extremely high, with nearly 70 percent of iOS owners returning to play a game they've downloaded.
Gamers between 25-34 spend the most money on freemium mobile games (this group accounts for 49 per-
cent of total freemium revenue), even while accounting for just 29 percent of total playtime. Gamers between
35-54 have the second highest monetization rates (accounting for 28 percent of total revenue) while accounting
for even less (14 percent) total playtime. Notably, while the 18-24 bracket are avid gamers (32 percent play),
revenue from this group amounts to just 16 percent of the total. By gender, men between 25-34 spend the most
(accounting for 29 percent revenue), while women between 25-34 spend the most among females, accounting
for 20 percent of total revenue.
How Much Mobile Gamers Spend on Freemium Mobile Titles—And on
What
In 2011, Flurry reported that consumers spent an average of $14 per in-app payment transaction in games; 71
percent of transactions were for items costing $10 and under, 16 percent of transactions were between $10-20,
and 13 percent were more than $20. Sixty-eight percent of in-app purchases were for consumable items (for ex-
ample, one-time power-ups), while 30 percent were for durable enhancements (for example, permanent equip-
ment), and only a 2 percent sliver were for personalization (for example, custom names).
In a late 2011 survey of 252 iOS developers conducted by Streaming Colour Studios
( www.streamingcolour.com ) , about 63 percent of respondents reported lifetime revenue from their games as be-
ing $10,000 or less, whereas some 15 percent reported lifetime revenue between $100,000 to $10 million. A 4
percent sliver reported making between $1-10 million. See Figure 11-2 .
 
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