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."
95% are NOT willing to spend $50.
Seven puppies were harmed during the making of this post.
In game purchases indeed.The "Study" is done by Flurry, an analytics company that market a system for in game currency.
In other news, McDonalds say that 90% of customers are willing to finish off their burger meal with a desert.
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.
Actually if you read the report, it's saying the opposite.
It's like an analyst saying, "5% of your customers will buy this ridiculous upsell, do not shove it in their face. Be reasonable with your expectations with inapp purchases."
Non impediti ratione cogitationus.
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.
In an arrangement like that, the publisher is going to be funding development up front. The developer gets a small cut because the publisher is taking the financial risk. Even if that game bombs, the developer received enough money to cover operating expenses for the development cycle.
If the developer is willing to self fund, they can get a much better percent of the sales.
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.
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