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How to define a whale?

By on November 29, 2012

I am toying with the idea of defining the cut-off for whales as below:

“Whales are those users who, together, make up 50% of your revenue.”

That makes it possible to quickly determine what percentage of users sit in that bucket (I tend to see 15-20% as a healthy number) and whether you are either too dependent on whales or are leaving too much money on the table by not making it possible for those who love your game to spend bucketloads of money on things they value.

I’ve asked the GAMESbriefers and you can read their thoughts on Monday, but what do you think?



(The lovely picture of a whale comes from Whit Welles)

About Nicholas Lovell

Nicholas is the founder of Gamesbrief, a blog dedicated to the business of games. It aims to be informative, authoritative and above all helpful to developers grappling with business strategy. He is the author of a growing list of books about making money in the games industry and other digital media, including How to Publish a Game and Design Rules for Free-to-Play Games, and Penguin-published title The Curve: