- ARPDAUPosted 256 days ago
- What’s an impressive conversion rate? And other stats updatesPosted 297 days ago
- Your quick guide to metricsPosted 350 days ago
Designing for Mobile, for Browser, For Console – Understanding the Use case
Are you designing a game in Unity, or HTML 5? Have you decided to lead development in the browser, because then your game will be be playable in any device that can read a web page, whether...
- Posted 320 days ago
Sony shows it doesn’t yet understand the smartphone threat
In an interview with Gamasutra, Sony Worldwide Studios president Shuhei Yoshida says that working with small games and indies will be vital to the success of Vita. It's statements show how little Sony understand of the free-to-play revolution...
- Posted 343 days ago
TV is no longer the first screen. It’s the second.
I attend a lot of conferences, both in games and in the wider media. Whenever people in the television industry talk about games, they talk about the “second screen”. They have an inbuilt sense that whatever happens,...
- Posted 356 days ago
How much are Tablet users spending on Virtual Goods? ABout $62
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...
- Posted 370 days ago
Smartphone revenues likely to gross $1 billion in 2011, and Nintendo’s hurting
This is my third post inspired by Flurry’s most recent release of free-to-play data. (The others were on free-to-play ARPPU and how whales dominate IAP revenues on smartphones.) This data shows just how successful smartphone gaming is...
- Posted 662 days ago
51% of IAP revenue comes from customers spending $20 or more in your game
Continuing my analysis of Flurry’s amazing statistics, 31% of revenue generated by in-app purchases for iOS and Android games comes from transaction sizes of over $20. Look at this chart provided by Flurry: It shows a pattern...
- Posted 663 days ago
Freemium wins: the average in-app purchase is worth $14
Regular readers will know that I am a great believer in the free-to-play model, the future of games (and possibly all media) is about satisfying the power-users and superfans (otherwise known as whales) and the anyone pursuing...
- Posted 664 days ago