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by tsantero
5047 days ago
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>> A very small percentage of people buy stuff in games. Of this small percentage you have people who will spend a LOT. These are your die hard fans. I know, because I am one of them and won’t bat an eye spending $50 in a game I like. I would love to analyze the in-game purchase data across multiple free-to-play games on multiple platforms (e.g. facebook, app store, etc) in order to see the distribution of user spending habits. While I'm sure there are power users who spend magnitudes more than the average, I'm skeptical that they're the main driver of revenue. What I'd like to see is the average % of users who make in-game purchases, the average in-game purchase over time, frequency of purchases and what % of total revenue the average represents. Unfortunately, I don't think Zynga et al will be releasing this data publicly anytime soon. |
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Your skepticism is founded on a prediction about a measurable feature of material reality, right? Your prediction is catastrophically inaccurate.
http://casualconnect.org/lectures/games-for-gamers/virtual-g... (Particularly slides 16, 17.)
http://gigaom.com/2011/07/25/game-devs-looking-for-revenues-...
http://www.quora.com/Social-Gaming-Startups-and-Companies/Wh...
Feel free to take anyone in the industry out to coffee if you want confirmation.