Just 0.15% of all mobile gamers account for half of in-app purchases, survey finds
0. phoneArena 28 Feb 2014, 03:21 posted on
The average value of an in-app purchase is $5.94. While purchases between $1 and $5 represent a majority (67%), they contribute only 27% of total revenues. Purchases of over $50 contribute 9% of all revenues, says research firm Swrve
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1. ocilfa (Posts: 334; Member since: 03 Aug 2012)
"Purchases of over $50 contribute 9% of all revenues."
I think I feel sick...
2. chocowii (Posts: 434; Member since: 30 Jan 2014)
Screw microtransactions. I use Freedom on Android. I support devs by not disabling ads.
In app purchases are dumb specially on paid apps. I bought the the app so anything in it should not be payed anymore. That puts the thick line about playabilty between consoles and mobile gaming.
4. Pedro0x (Posts: 271; Member since: 19 Oct 2012)
Only if the DLC was developed after the game has been released. The worst possible scenario of this is day-one DLC which I simply refuse to buy. And the DLC cannot cost more than the game, skyrim costs less in my country than its DLCs. If the DLC adds 15% of new stuff as opposed to the game then the DLCs should be 20% of the games price (developers need to make some money). If the DLCs are any good I will buy it to expand on the already good game and to support the developers, such as the citadel DLC for mass effect.
5. chocowii (Posts: 434; Member since: 30 Jan 2014)
Plus there are DLCs that would halter you from progressing in the game unless you purchase them. Dont let me start on DLC thats on the disc that you have to buy for you to use.
But thats not the point. I miss the days when you buy the game and it's the full experience. Take a look on Square Enix, every game on the mobile platform are pricey but they offer you the full game without buying extra time, lives, coins or power ups. Less hassle for us.
7. downphoenix (Posts: 3155; Member since: 19 Jun 2010)
reason these free 2 play purchases are so successful is because of the fact that since the game is free to try initially, they are able to try to establish a "hook" to the game. a $15 game isn't really going to draw an average viewer of it unless they get a chance to try it for youself, and how many of those Square Enix games that are up to 30$ actually have free demos or other ways to try them?
F2Ps are successful due to that hook, and the fact that a small portion of the population are compulsive spenders. I have done a few microtransactions myself. The most I've spent on a F2P game was Tribes Ascend and Blacklight Retribution, I spent about $20 each. Most I spent on a mobile phone game was Real Racing 3, $7. I only spend on a game if it actually allows me to progress without spending anything. So crap like Candy Crap gets $0 from me and I stop playing them right away once I realize their "hook", and it doesnt take more than a half hour with a game to realize if it's a game that you can play and get good progress or if you will get paywalled.
8. chocowii (Posts: 434; Member since: 30 Jan 2014)
Thats good when you have the ways to pay. But how about those who hasn't.