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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
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
[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
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
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
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
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