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  • [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 11 years ago
    • 5
  • 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 11 years ago
    • 1
  • 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 12 years 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 12 years 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 12 years ago
    • 8
  • Bigpoint does sell the Tenth Drone for 1,000 EUr, but may not have made EUr 2 million from it

    My post earlier this week quoting Bigpoint CEO Heiko Hubertz and DarkOrbit producer Simon Davis on the success of the sale of the 10th Drone got a lot of Internet attention. A lot of people just flat out...

    • Posted 12 years ago
    • 20
  • Bigpoint sells 2,000 spaceship drones. For 1000 euros each. In just four days.

    If you needed evidence that whales exist in online gaming look no further than Bigpoint. The company is on course to deliver €200 million in revenue from virtual goods in 2011 from over 215 million registered users.It's...

    • Posted 12 years ago
    • 60