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Archive for the ‘Sales’ Category

  1. How much are Tablet users spending on Virtual Goods? ABout $62

    May 14, 2012

    Magid Associates have released their latest gaming trends research (although 10 minutes of Googling and I still can’t find the original. I’m relying on GamesIndustry.biz’s write-up). The key stats that leaped out at me: Where are the active gamers (%age playing games on a platform in a week): 50% played console games at least once [...]

  2. NaturalMotion on core loops and monetisation

    April 18, 2012

    NaturalMotion spoke at the Gamesbrief-sponsored Free-to-play summit about core loops and monetisation. The presentation is a deep but concise guide to synthesising game design and marketing, a key skill in self-publishing a game – as detailed in Nicholas’s book.

  3. Show us some power curves!

    April 10, 2012

    Do you have a power law curve for an online game that you’re willing to share? I’d really like to know where you set the cut-off point for the biggest spenders, and what percentage of paying players fit into that category. Do you track your minnows and dolphins as well as your whales? Any numbers relating to them would also be much appreciated.

  4. How a pricing dilemma opened our eyes to advertisements

    April 3, 2012

    Pixeleap is a relatively new indie studio with four developers. When we were about to release our second game, Vendespillet, we wanted to offer it for free. We talked about in app purchases, but we did not choose it, mainly because the game was intended for very young kids. So we decided to go with advertising to try and see if any money could be gained from it. Our experience with fullscreen ads on startup has really only been good and we have been very happy to work with Chartboost.

  5. Who’s buying apps and virtual goods?

    March 21, 2012

    This year’s GDC was packed with juicy data on virtual goods sales.

  6. Numbers from GDC

    March 19, 2012

    I’ve uploaded our first round of statistics gathered at GDC to the spreadsheet posts!

  7. Is your game’s economy working for you?

    February 13, 2012

    If you’re going to make money from in-app purchases, your game has a fictional economy of some sort. The story your game tells about its economy, and the place of players in that economy, sends out a message. That message could transform the way your game monetises.

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