1:30 PM on 02.26.2014
According to a survey by Swrve
The fact that a small percentage of people playing free-to-play mobile games account for those astounding revenue figures is by no means new or even all that surprising these days. This, on the other hand, might be: marketing firm Swrve surveyed tens of millions of gamers as part of a monetization report and found that 0.15 percent of mobile gamers contribute 50 percent of all in-app purchases made in free-to-play games.
The firm also reported that 1.5 percent of active players surveyed in January made even a single purchase that month, and that once someone pays up for the first time, the average amount of time between the first and second purchase is only 1 hour and 40 minutes. What's more, the average value of an in-app purchase was found to be $5.94.
I don't have any specific takeaway from this information other than yeah, I do not care at all for free-to-play gaming outside of those rare few games built to be genuinely enjoyed, not as money- and time-siphoning machines that prey on the susceptible.
Only 0.15 percent of mobile gamers account for 50 percent of all in-game revenue (exclusive) [VentureBeat]
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