After analysis of the data set of over 57 million people takes on Android and iOS platforms, analytics firm flurry found that seems to be a large number of mobile gamers spend their money on "expense" of virtual goods. That is, virtual goods, which deplete when used as grenades in the game of war or fertilizer, which helps crops grow faster in the game of agriculture.
Less popular durables (those that offer permanent allowance) or "personalization" elements that are purely decorative updates.
Purchase the app were recently submitted to become a major revenue generator in mobile gaming, says flurry, now account for 65% of all incomes in the Top 100 of freemium games. Right now, for example, top 5 drives in the category "Top Grossing" iTunes App Store are the freemium games, and 22 of the 25 "Top Grossing" apps are games.
To purchase the app developers are leading method for generating income. But this broad category. Application users can purchase upgrades, add-ons, virtual goods, in-game currency and other items to improve their game.
What's interesting here is that one type of shopping app is the most popular: "premium" in-game currency. This currency can be used to advance through the game, or to get in the game are not available for users-defaulters.
68% of gamers spent this money on consumables (items that Deplete when used), but only 30% buy "lasting". These durable goods may include things like better armor in role-playing games, or building in the city simulation.
A flurry of notes that this is important for the game to offer both types of items, but since durables can give gamers a sense of progress and allow them to set goals, saving up for big purchases.
In the meantime, only a small percentage (2%) gamers buy personalization items, probably because such items does not affect gameplay. If the game is mainly about personalization, there is no need to keep a large selection of these types of elements, on the contrary, the proposed barrage.
The sample size used in the present study comes from more than a year's worth of data, including more than 57 million purchase transactions through a series of freemium iOS and Android games that an average of over 2 million active users per day. However, the selection of games considered only those with a flurry in Analysis Services.
Barrage increases the size and cost of mobile audiences, has already helped more than 50 000 companies in more than 100 000 applications iOS, Android, BlackBerry, Windows phone and J2ME platforms.
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