Study: 5% of Mobile Gamers Willing To Spend $50+
derGoldstein tips a story at AllThingsD about a study into mobile gamers' spending habits:
"[The study] provides a fairly compelling argument as to why a developer should continue to give away his or her games for free ... After evaluating the spending habits of 3.5 million consumers across both iOS and Android, Flurry found that among those who pay for in-app transactions, greater than five percent will spend more than $50, which rivals the amount paid at retail for top console and PC games."
It's all about the in-game purchases. Valve has figured it out with TF2, and in a way that doesn't still bring down gameplay for those who choose not to buy items. Korean market was really bad with this, but at least it's done better here. Offer a base game for cheap, and then offer extra if people want it. That way everyone wins - the players who want more will get it, and the companies have more constant revenue stream and reason to create more content.
95% are NOT willing to spend $50.
Seven puppies were harmed during the making of this post.
I would be happy to pay $20-$30 for Animal Crossing or Zelda Spirit Tracks. Something of that of that quality of design.
As for $50. $50 is a bogus number anyway. Developers only get like 10-15% when they go through publishers.
A $50 game at Gamestop translates to $22 wholesale. If the developer got 15% that means they only get $3.30 a game. They don't need to be selling the game on mobile at $50 to make back their money.
... there is a +/- 5% margin of error.
Let's be honest here: 99.9something percent of the mobile games are nothing but more or less creative implementation of various flash games available from various flash game sites, mixed with cheap knockoffs and "kinda-sorta-like" versions of well known PC and console games.
50 bucks for that? Dream on!
I honestly wonder if those 5 percent think that 50 bucks would be a sensible price for Angry Birds and ... hell, whatever flavor of tower defense is the game of the month.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Pretty much the same could be said for computer games in general.
Though it's gotten a lot better the past years due to bottom-up innovation.
Switch back to Slashdot's D1 system.
Just because 5% of gamers are 'willing to' spend 50 bucks on a game, doesn't mean they WILL spend 50 bucks on a mobile game.
Hell, I'd be *willing* to spend $50 on a mobile game if it's good enough. I just cannot conceive of a game now that would be that good... does that put me in the 5%?
5% is a statistical error in most polls, so there goes that number.
In other words, it is a micro-payment scheme. Give the main game away for free (like say Bloons, or Farmville), then charge people for add-ons.
The 95% of people that want the game but won't pay, get what they want. A playable game for free.
The 5% of people willing to pay for extra's, will pay a lot of money for them, far exceeding the small payments they could have gotten if they charged to download/continued use of the game.
excitingthingstodo.blogspot.com
Yes it is nice to take the game with me, but it is not worth that much.
My mobile game budget tops out at $4.99. If there is something I was that costs more, I wait for a sale. There are too many that I download with good intentions, only to be let down by a piece of crap. For 99 cents I can delete the game. If I spent $50 I would be pissed off and would try to play a game I hated because I spent $50 on it. Then I would never buy another from them.
This is a list of the games I have paid the full $50-$60 retail for.
Super Mario Bros 3, Halo, Tony Hawk Pro Skater 4, Halo 2, GTA IV, Uncharted 2, Red Dead Redemption, LA Noire.
All of these games outshine every mobile game I have seen/played. I will add that $20-30 is my console sweet spot.
Keep the price down and I will buy mobile games, move the price up and I will not.
Procrastination; I'll think of a sig tomorrow.