- ARPDAUPosted 1 year ago
- What’s an impressive conversion rate? And other stats updatesPosted 1 year ago
- Your quick guide to metricsPosted 2 years ago
In-app merchandising: a new way to monetise
We’d like to emphasise an almost untapped third source: merchandising. For many of us, it’s still (almost) zero but for some others, such as Rovio, it’s 45 % of their income… which means there is definitely room...
- Posted 2 weeks ago
Is HTML5 your best bet for monetisation?
With native apps, the business frameworks and monetisation tools are often tied to the system supported by the OEM
- Posted 1 month ago
Google Play leads iOS for downloads, and other market data
We’ve made another small update to our benchmark data pages, with new figures on how games big and small acquire, retain and monetise their users. Plus, we’ve added some new information about how Android and iOS compare...
- Posted 2 months ago
Retail Principles for Free-to-Play Games
Retailing is an old skill that is constantly developing over time. Today’s retail experts have had to master new skills such as consumer psychology often referred to as behavioral economics.
- Posted 3 months ago
Improving Freemium Design – Ionage
This is a guest post by Ben Sipe. If you have a game that you’d like featured on the IFD series just fill out the form here. If you’d like to talk about this or any other games...
- Posted 4 months ago
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 5 months ago
[Gamesbriefers] How much friction should there be in F2P games?
When designing F2P games, how do you decide how much “friction” to build into the game to drive monetisation without hurting retention, and who has done it well?
- Posted 11 months ago