monetisation

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  • 'Casual content' might account for only a small part of gaming industry's revenue

    by 
    Brendan Drain
    Brendan Drain
    12.16.2012

    Monetisation of online games has been a hot topic for the past few years, fueled by the rise of the free-to-play business model and the undeniable accessibility of mobile gaming. At the Digital Game Monetization Summit in San Francisco, developers shared insights into the source of their revenue and recent development trends in social gaming. Rumble Entertainment CEO Greg Richardson argued that only 10% of the $50 billion spent on games last year was spent on "casual content" like social and mobile games. He believes that the tricks early Facebook and mobile games used to spread themselves virally may no longer work and that as a result, the future profit lies with people who self-identify as gamers. Online gaming website Kongregate revealed a detailed breakdown of monetisation and performance stats from its games, noting that its top games get the majority of their revenue came from people who spend $500 or more. Commitment was noted as the key to having successful game, with 84% of revenue coming from dedicated fans who played a game 50 times or more. [Thanks to Segun Adewumi for the tip!]