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  • 01-cash-pile-notes
    [Gamesbriefers] Are mobile conversion rates really this low?

    Question: Last month, Swrve released data suggesting that only 1.5% of players spent any money at all on mobile games, with 10% of those (i.e. 0.15% of the audience) representing about 50% of revenue. Do these metrics match...

    • Posted 3 weeks ago
    • 0
  • Spread-title-square
    Latest data added to our free-to-play benchmarks

    Games are among the easiest mobile apps to monetise, but other apps are finding it easier and easier to generate revenue. Users are increasingly comfortable spending money on mobile devices, and their engagement is high enough that...

    • Posted 9 months ago
    • 1
  • What’s an impressive conversion rate? And other stats updates

    Part of my job here at Gamesbrief is to regularly update the stats pages for the Free to Play Spreadsheet. Recently I've been particularly interested in conversion rates: namely, what makes a good conversion rate? We know...

    • Posted 2 years ago
    • 3
  • Refining my first monetisation strategy

    In the course of over 2 months since its release as an IAP-supported free app, Ski Champion has netted Majaka a grand total of (drum drum drum) … 450 € ! Yup, not missing any K...

    • Posted 2 years ago
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  • World of tanks reaches Double digit Millions in Monthly profit

    The juggernaut that is World of Tanks has revealed some impressive metrics in an interview with GamesIndustry,biz.

    • Posted 2 years ago
    • 1
  • Conversion rate

    As you move down the funnel, you need to start converting users into payers. Without conversion, you don’t have a business. The key difference for a free-to-play game, though, is that conversion rates are very low compared to...

    • Posted 2 years ago
    • 13