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  • Report: Less than 1 percent of mobile gamers responsible for half of all in-app purchases

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    02.27.2014

    With the runaway success of Candy Crush Saga, it's perfectly natural to wonder just how many people are dropping coin in freemium mobile games. One firm's answer, however, might surprise you. A very small number -- 0.15 percent, to be exact -- of total mobile payers contribute half of monthly in-game revenue, according to in-app marketing company Swrve. The outfit also says that over 60 percent of the money made within the first two weeks of a player's life is made on the first day. Meaning, if most people install a game and don't make any purchases almost immediately, they likely won't at all. The report comes from a limited sample, but designers hoping to build the next fragile confection-like phenomenon are probably studying it for secrets right now. We've embedded the provided infographic after the break should you want a peek at a whole lot of graphs for yourself.

  • Report: 0.15% of mobile gamers account for 50% of F2P game revenue

    by 
    Danny Cowan
    Danny Cowan
    02.27.2014

    A recent survey conducted by app marketing firm Swrve found that 50 percent of all free-to-play mobile game revenue comes from only 0.15 percent of players. The survey, reported by VentureBeat, finds that big-spending players, or "whales," often determine a free-to-play game's financial success. Swrve's survey additionally found that the vast majority of its 10 million tracked players never spent any money whatsoever on free-to-play mobile games. Speaking to VentureBeat, Swrve CEO Hugh Reynolds broke down the survey's results, explaining that only 1.5 percent of surveyed players made a purchase within a free-to-play game in the month of January. Around 50 percent of recorded revenue came from the top ten percent of players who did make purchases, representing 0.15 percent of the survey's total headcount. Reynolds also warns that traditional in-app purchase marketing methods are proving less effective in the current marketplace climate. "People are very mobile, and they have a lot of options," Reynolds told VentureBeat. "Trying to capture them is becoming more and more difficult." [Image: Swrve]