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  • [Gamesbriefers] How do you define whales?

    I’m toying with the idea of defining whales as “those players who represent 50% of your revenue”, meaning that you can quickly get a sense of how whale-dependent your business is. Is this a good idea and/or benchmark,...

    • Posted 199 days ago
    • 1
  • How to define a whale?

    I am toying with the idea of defining the cut-off for whales. Help me finalize the definition.

    • Posted 203 days ago
    • 8
  • [Gamesbriefers] Is it dangerous to focus on whales?

    Teut Weidemann has criticised the way that we present the data, saying: "This suggests whales is everything. But you simply don't tell that 50% of the revenue is done by the rest of the users, no you even...

    • Posted 222 days ago
    • 3
  • Freemium revenues have increased 4x on iOS in 12 months

    60% of social games monetisation comes from virtual goods. Ustwo's Whale Trail has achieved an eightfold increase in number of downloads per month since switching from paid to free. 85% of players do not return after the...

    • Posted 227 days ago
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  • Penny Arcade leads the way

    Yesterday, my Twitter feed was full of the news that Penny Arcade, the successful ad-funded business, has launched a Kickstarter campaign to remove the need for it to sell ads. The response was pretty negative. Words like...

    • Posted 345 days ago
    • 2
  • Show us some power curves!

    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...

    • Posted 436 days ago
    • 0
  • Is a "Core" user just one who spends a lot?

    Is someone who plays Triple Town, Temple Run and Draw Something and spends $100 a month a casual player? Is someone who downloads Mass Effect for $4.99 from a Steam sale but finds he doesn’t have the...

    • Posted 472 days ago
    • 8