- ARPDAUPosted 12 years ago
- What’s an impressive conversion rate? And other stats updatesPosted 12 years ago
- Your quick guide to metricsPosted 13 years ago
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[Gamesbriefers] Will VR be free-to-play?
Question: The first range of consumer VR headsets are likely to be hitting the market shortly, led by the Samsung Gear VR. Will VR be a console-style device, where pay-upfront pricing dominates? Or will the platform trend...
- Posted 10 years ago
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[Gamesbriefers] The $2.5 billion question
Question: So Microsoft dropped $2.5 billion on Minecraft. Unity is rumoured to have turned down an acquisition offer at a slightly smaller number. Facebook bought Oculus Rift for $2 billion. If you had that kind of money,...
- Posted 10 years ago
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Do you hate the NHS?
This is an installment in Mark Sorrell’s regular guest post series. See the full series. I just got back from Finland. It was the Pocket Gamer Connects conference in Helsinki and, since Finland is the Graceland of...
- Posted 10 years ago
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[Gamesbriefers] Is the no-brainer purchase over?
Question: This week’s question comes from Daniel Kromand, product manager at GameDuell. “There seems to be some inconsistency between the idea of the no-brainer purchase, which Nicholas recommends and many other industry people seem to agree on, and...
- Posted 11 years ago
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[Gamesbriefers] Why is 2048 more successful than Threes?
Question: Why is 2048 more popular than Threes? Answers: Anthony Pecorella Director of production for virtual goods games at Kongregate There are two big reasons for this. a) 2048 was free. This is the biggest reason. Not...
- Posted 11 years ago
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[Gamesbriefers] What are you playing?
Question: A simple question this week: what are you all playing at the moment? Tell me what’s captured your interest and why. Answers: Tadhg Kelly Developer relations at Ouya Well, like everyone I imagine, I’ve been checking out...
- Posted 11 years ago
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[Gamesbriefers] Are mobile conversion rates really this low?
Question: Last month, Swrve released data suggesting that only 1.5% of players spent any money at all on mobile games, with 10% of those (i.e. 0.15% of the audience) representing about 50% of revenue. Do these metrics match...
- Posted 11 years ago