Showing posts with label money. Show all posts
Showing posts with label money. Show all posts

Thursday, August 25, 2011

Lunch money Debuts monetization platform for developers of mobile game App

Leena Rao is currently working as a writer for TechCrunch. She recently finished graduate school Medill School of journalism at Northwestern University, where she studied business journalism and videography. From 2004 to 2007 she helped lead Congresswoman Carloyn Maloney advocacy and community relations in New York. She graduated from Columbia University in 2003, where it was ... ? Read More

lunch

Exploding space in mobile gaming, and everyone from Zynga for small developers flocking to the iOS, Android and other smartphone platforms to take advantage of the growth of mobile gaming. Today, the new company, lunch money, throws his hat in the ring with a set of monetization and distribution tools for developers of mobile games. In combination with lunch money debut run starts iOS game break, to showcase the platform.

Like OpenFeint, lunch money game SDK offers developers to join in the games. Platform of the original proposal (as showcased in the niche) include token system and social leaders. Social banner is not recreating the social graph, but instead uses graphics users through Facebook, Twitter and Gaming Center. Simply rating points in your friends.

Token system is designed to simulate real world arcade where you pay to play games. Games free download and you will be gifted the bullets, but when you run out of tokens, you need to buy additional tokens to play games. In addition to being able to buy tokens there are many free methods to get tokens as invite friends or check the advertising space.

Break includes all these features and is random skills through games where there is a bully and the goal is to try to hit the fraudsters in the head with the ball as many times as you can in the row. Co-founder Ari world tells us that you will also be able to take your money and tokens from one lunch money game to another. Y start planning to open a public SDK iOS within the next few months and also considering the switch to Android.

This is not the first launch of the world and its co-founder Amos Elliston. The world was President and co-founder of the graphical ad platform, GumGum and Elliston was CTO and co-founder of Geni and corporate social networking to complain.


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Thursday, August 18, 2011

What iOS & Android players actually spend money on

inapppurchase

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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