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Study: Half of In-App Purchases Come From Only 0.15% of Players

An anonymous reader writes "Have you ever seen a goofy microtransaction for a mobile game you play and wondered, 'Does anyone actually buy that junk?' As it turns out, few players actually do. A new study found that only 1.5% of players actually spend money on in-app purchases. Of those who do, more than 50% of the money is spent by the top 10%. 'Some game companies talk openly about the fact that they have whales, but others shy away from discussing them publicly. It costs money to develop and keep a game running, just like those fancy decorations and free drinks at a casino; whales, like gambling addicts, subsidize fun for everyone else.' Eric Johnson at Re/code says he talked to a game company who actually assigned an employee to one particular player who dropped $10,000 every month on in-app purchases." Meanwhile, in-app purchases have come to the attention of the European Commission, and they'll be discussing a set of standards for consumer rights at upcoming meetings. They say, 'Games advertised as "free" should not mislead consumers about the true costs involved.'

30 of 144 comments (clear)

  1. Re:0.15% vs 1.5% by FuzzyDustBall · · Score: 5, Insightful

    1.5%* Top 10% is 0.15%... which is what the title is referring to. Please read full summary before ripping title.

  2. $10,000?!? by ackthpt · · Score: 5, Funny

    Here I am, trying to sell the Golden Gate Bridge on the street and I could be selling it in a game.

    I've got to get caught up on synergies of new technology, to coordinate my vision of business core-competencies with the emerging paradigm.

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:$10,000?!? by CanHasDIY · · Score: 4, Insightful

      Here I am, trying to sell the Golden Gate Bridge on the street and I could be selling it in a game.

      I've got to get caught up on synergies of new technology, to coordinate my vision of business core-competencies with the emerging paradigm.

      I was thinking the same thing; we should collaborate, make our own game that's nothing but microtransactions...

      --
      An enigma, wrapped in a riddle, shrouded in bacon and cheese
    2. Re:$10,000?!? by Anonymous Coward · · Score: 2, Insightful

      I like the two ignorant assumptions in your post.

      1.) People who spend lots of money on in-app purchases don't have a family.

      2.) To be rewarded in life, you have to have a spouse and join the ranks of the mindless breeders.

      Fuck you.

    3. Re:$10,000?!? by Anonymous Coward · · Score: 2, Funny
    4. Re:$10,000?!? by mythosaz · · Score: 2

      Money spent on digital purchases doesn't cease to exist.

      The developer can get a life coach, or feed the homeless with his profits.

  3. Re:0.15% vs 1.5% by paiute · · Score: 4, Insightful

    Only 1.5% spend any money. 1 in 10 of those spend 50% of all the monies. So 0.15% spend 50%.

    Were you told there would be no math? RTFS and DTFM.

    --
    If Slashdot were chemistry it would look like this:Cadaverine
  4. The worst kind of human beings by Anonymous Coward · · Score: 3, Insightful

    A person who spend 10,000$ a month on a game has a problem and someone who's trying to exploit someone's problem in order to become rich is nothing but a thief. The man behind that company should be put behind bars.

    1. Re:The worst kind of human beings by parkinglot777 · · Score: 2

      May or may not be. However, I disagree to use legal to intervene the issue because it is easily abusable in the future. If the rich person can afford it, be it because it is not my problem (and should not be yours).

      And by the way, the rich person they are talking about is a woman!

      The company, he said, had assigned an employee to cater just to that whale, to ensure that she was always satisfied with the game and therefore likely to keep coming back.

    2. Re:The worst kind of human beings by jimbolauski · · Score: 2

      Should casino's be shut down because some people spend more then $10,000 a month gambling, should the NFL be dismantled because some people paid $10,000 for two seats to the Superbowl? People are paying for entertainment, just because some value it more then you or I, does not make it stealing.

      --
      Knowledge = Power
      P= W/t
      t=Money
      Money = Work/Knowledge so the less you know the more you make
    3. Re:The worst kind of human beings by 93+Escort+Wagon · · Score: 2

      I was listening to TWIT a few weeks back - one of the panelists said she'd spent something on the order of $400 playing Candy Crush. That amount floored me... I couldn't believe anyone would do that!

      And now this - $10,000 a month is INSANE!

      --
      #DeleteChrome
    4. Re:The worst kind of human beings by ackthpt · · Score: 4, Funny

      A person who spend 10,000$ a month on a game has a problem and someone who's trying to exploit someone's problem in order to become rich is nothing but a thief. The man behind that company should be put behind bars.

      The problem they have is they have too much money and have yet to find e very, very good friend like me, to like, help them find fun and exciting ways to spend it.

      --

      A feeling of having made the same mistake before: Deja Foobar
    5. Re:The worst kind of human beings by squiggleslash · · Score: 3, Insightful

      You're not really helping your case. Gambling, is, actually subject to a massive amount of regulation precisely because it's the kind of thing that people endup losing their shirts because of a combination of rather normal (that is, most people in the same position would misjudge the odds) poor judgement on their part, and predatory behavior on the parts of others. Casinos and bookies have long been subject to heavy regulation where they are legal, and are outright banned in much of the world.

      On the other hand, Bitcoins aren't regulated yet, so there's that.

      --
      You are not alone. This is not normal. None of this is normal.
    6. Re:The worst kind of human beings by smooth+wombat · · Score: 3, Insightful

      she'd spent something on the order of $400 playing Candy Crush. That amount floored me... I couldn't believe anyone would do that!

      But it's okay if someone spends the same amount of money on a video card, camera lens, monitor or anything else they want to spend the money on, right?

      Just because you wouldn't spend that much money on a game doesn't mean others won't. How much money did you spend (if you're old enough to have done so) on video games growing up? I would be willing to bet you easily spent that much enjoying yourself playing games.

      --
      We will bankrupt ourselves in the vain search for absolute security. -- Dwight D. Eisenhower
    7. Re:The worst kind of human beings by petermgreen · · Score: 2

      The question is who are these people spending £10K a month? are they people whose "luxuries budget" is to big they just don't see £10K as a lot of money? or are they people who are so hopelessly addicted they are spending money they can't really afford to spend.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
  5. iapcracker by interkin3tic · · Score: 2

    Any time I "buy" all the microtransaction purchases, I feel like I'm cheating. There's no challenge anymore and I usually delete it. Not just games either is the weird part. A paint program for my 2 year old, after he couldn't bring up the "type in your password to buy this thing" screen anymore he was bored of it.

    Perhaps it's just that as a general rule, apps that have microtransactions suck in other ways, and even if you pay nothing for them, it's not worth it.

    1. Re:iapcracker by gstoddart · · Score: 3, Insightful

      Any time I "buy" all the microtransaction purchases, I feel like I'm cheating.

      I've found many of the new crop of mobile games are more or less set up that unless you're buying the stuff in the game, you'll never get anywhere.

      I've seen a few games which let you play once or twice/day unless you buy something. I've seen games where it would take an infinite amount of time to earn the things needed in the game.

      I have two tests for a new game I've downloaded:

      1) Put the phone into airplane mode and turn off wifi -- if the game complains it can't connect to a server, uninstall it, because it it can't work on a plane I don't care.

      2) Check if the game immediately starts suggesting you go to their store in order to be useful -- if it looks like you'll never get anywhere without buying the baubles, uninstall it.

      I find many many games seem to be built for the sole purpose of advertising and selling in-game stuff. Which is why I only play games in airplane mode with no connectivity, and something which has caused me to uninstall a lot of them after under 5 minutes.

      It is amazing how many apps which should require no internet connectivity insist on it -- and I'm sure that's not about anything other than trying to get them revenue, which I have no intention of providing them with in the first place.

      --
      Lost at C:>. Found at C.
  6. I'm not suprised. by AltGrendel · · Score: 2

    I consider playing the game without doing in-game purchases part of the game. It's a good challenge and if you work it right, you can use it to teach children about economics. No, I'm not kidding. It's all about allocation of resources and also setting goals and priorities (and sticking to them). You just need to show them how to do it properly in the game.

    --
    The simple truth is that interstellar distances will not fit into the human imagination

    - Douglas Adams

    1. Re:I'm not suprised. by sandytaru · · Score: 3, Funny

      This is why I had 26 Facebook accounts when I was actively playing Farmville.

      --
      Occasionally living proof of the Ballmer peak.
  7. In-app purchase suck! by muffen · · Score: 3, Interesting

    The problem with in-app purchase is that it is destroying the games. I agree with this article.
    I think the suggestion by the EU, that you cannot label apps with in-app purchases as free, is really good!

  8. A beluga good time by Impy+the+Impiuos+Imp · · Score: 4, Funny

    "It costs money to develop and keep a game running, just like those fancy decorations and free drinks at a casino; whales, like gambling addicts, subsidize fun for everyone else.'"

    Except video game players are more accurately described, than even casino players, as whales.

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  9. Mobile gaming is abysmal right now. by TiggertheMad · · Score: 3, Informative

    This is kind of an interesting number. I have have found a vast majority of the mobile games to be utter trash, that attempt to cash in on in game purchases while failing to implement a set of solid basic game mechanics. I would gladly drop $30 (or more) just to play a good mobile game that wasn't a poorly concealed slot machine. I wonder if the general shitty state of mobile gaming is causing a disproportionate number of players to not spend cash, or it is just the nature of people being cheap when it comes to 'free' apps. ('I am not going going to spend money on a game that is free', or 'I am not going to pay to win')

    As an aside, the 'Freemium' model is really the scourge of the industry right now, with devs looking for easy ways to extract more money from the player base while providing no real product in return.There are a few people who do it right (WoT, LoL, and TF, for example) and a huge pack of greedy shills who are following in their footsteps.

    A lot of the free to play model games basically let you pay to win, does this 0.15% number line up with the percent of the general population that is incapable of delaying gratification? I bet you could correlate this number with the result of some psychology study on the topic.....

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
  10. Re:0.15% vs 1.5% by gstoddart · · Score: 3, Informative

    There's actually two different numbers at play here:

    In a mobile monetization report released today, app testing firm Swrve found that in January, half of free-to-play gamesâ(TM) in-app purchases came from 0.15 percent of players. Only 1.5 percent of players of games in the Swrve network spent any money at all.

    So, half of all spending comes from 0.15% of all players, and only 1.5% of all players spent anything (and make up the other half of spending).

    The rest of us refuse to hand over money for whatever in-game gimmick you have implemented which makes the game suck without it and end up uninstalling the damned game.

    --
    Lost at C:>. Found at C.
  11. Rewarding the developer. by galabar · · Score: 4, Interesting

    I've played games like "Path of Exile" where I've enjoyed the game so much, I decided to drop $20 or so on in-app purchases, even if they weren't going to actually help me advance in the game. I've done the same for other apps that I've enjoyed. If you enjoy the game, it can't hurt to reward the developer. Now, $10,000, well that is a bit extreme.

    1. Re:Rewarding the developer. by Ralph+Wiggam · · Score: 2

      I thought Path of Exile was a well made, if pretty grindy, game. So I wanted to toss the creators 5 or 10 bucks as a thank you. I was shocked at how expensive their items are. Turning your Town Portal from blue to orange was like 12 bucks. Adding a purely cosmetic lightning effect to your weapon was over $20. So they give away thousands of man-hours of work for free, and then ask for massive amounts of money for things that clearly required just a few hours.

      Last week I started playing Loadout, which I think is the best FTP game I've seen. I gave them $25 for some funny outfits and double XP for a week.

  12. Finishing the demo by tepples · · Score: 2

    I consider playing the game without doing in-game purchases part of the game.

    So how did you pass the end of "Phobos Anomaly" in Doom? You know, the one where it asks you to buy the rest of the game to continue. My point is that there's a continuum between the shareware model and the abusive wait-barrier IAP seen in My Little Pony and Dungeon Keeper.

    1. Re:Finishing the demo by idontgno · · Score: 2

      If we wanted a Doom analogy for TFA situation, I'd argue it'd be like you can get full DOOM for free, but you have to buy ammo for any weapon above the normal shotgun from the publisher. Say, 50 cents for 150 minigun bullets or 100 plasma rounds or 2 BFG shots or a few rockets.

      Which would suck super, considering how many rockets I had to fire to kill the cyberdemon at the end if Ep 2.

      Dammit. Now I'm going to have to find, dust off, and install my Doom collection CD.

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
  13. Bitcoin by tepples · · Score: 2

    we should collaborate, make our own game that's nothing but microtransactions

    I believe that game is called "Bitcoin". It even has a character named after the protagonist of Pokemon.

  14. Re:0.15% vs 1.5% by ShanghaiBill · · Score: 2

    The rest of us refuse to hand over money for whatever in-game gimmick you have implemented

    Speak for yourself. I am part of the 1.5%. When I asked my five year old nephew what he wanted for Christmas, he said he wanted, more than anything else in the world, a $5 bushel of virtual smurfberries. So I bought them for him. I am now his favorite uncle.

  15. Re:0.15% vs 1.5% by jrumney · · Score: 4, Interesting

    I downloaded that game for my kids when it first came out. I promptly deleted it when I realised how much nagging it does to get kids to make in-app purchases. In-app purchases in games aimed at pre-schoolers and elementary school age kids are unethical in the extreme, and should be the first thing regulators go after.