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  1. Posts
    760

    Stats : Consumers Spend Average of $14 per Transaction in iOS Freemium Games

    Found this article from Flurry thought would be interesting to share

    Consumers Spend Average of $14 per Transaction in iOS and Android Freemium Games

    Digital distribution of games is disrupting the retail portable game category. At the heart of this disruption is the proliferation of iOS and Android devices, which is doubling as a powerful portable gaming platform and challenging Nintendo DS and Sony PSP for gamer mindshare. In previous reports (2008 - 2009, 2009 - 2010), Flurry measured that iOS’s and Android’s revenue share of the U.S. portable game software category exploded to 34% in 2010 from just 1% in 2008.

    Over this same time period, we calculated that Nintendo’s U.S. portable game revenue share contracted to 57% from 75%. All the while, Nintendo chief executive, Satoru Iwata, has remained outspoken, calling smartphone games worthless and warning the gaming industry of boring consumers. In contrast, Wedbush Morgan Securities veteran video game analyst, Michael Pachter, stated in April 2011 that “Nintendo will have to share the market with Apple and Android” because “the onslaught of $1 games is going to continue.” By Flurry’s calculations, the onslaught is now coming in at a crushing $14 per transaction and from within the Trojan horse of freemium (a.k.a. free-to-play) games.

    Here we dissect transaction sizes within iOS and Android freemium games, the current juggernaut of smartphone game business models. This report builds on analysis released earlier this month, when Flurry revealed that games drive 75% of revenue generated among the top 100 grossing iOS apps, of which 65% were generated from freemium games. In the chart below, we look at how 3.5 million consumers spent their money across top iOS and Android freemium games.






    The left-hand column shows the distribution of transaction sizes within freemium games: in other words, how many times consumers spent anywhere from $0.99 to sometimes over $100 per transaction. Each purchase equates to a virtual good or currency in the game a consumer is playing. We organize the data into three price buckets: under $10; from $10 - $20; and over $20. You’ll see 71% of all transactions are for amounts under $10, 16% are for spends between $10 to $20 and 13% are for amounts greater than $20. The average amount spent per transaction is $14.

    Let’s spend a moment on the $14 average, which may seem high to you at first blush. There are two reasons the average settles here. First, within the “under $10” bucket, most transactions cluster at the $9.99 level, followed by $4.99, and finally $0.99. In fact, in total, consumers spent $0.99 less than 2% of the time. Why then would so few consumers spend just $1 in freemium games when this price point is so popular among premium games (the pay-before-you-can-play model)? Because freemium games drive a different decision-making mindset for consumers. They simply are deciding whether or not to spend. Our data shows that around 3% of consumers will spend money in freemium games. A deep commitment to the game experience appears to influence their buying habits. The second reason the $14 average seems high is because the high-end of the spending spectrum is very high. Among all purchase price points, over 5% of all purchases are for amounts greater than $50, which rivals the amount paid at retail for top console and PC games.

    Now, let’s look at the amount of total revenue generated per price bucket. Scanning this column, we see the amount of revenue generated per price bucket is flipped in comparison to the price points at which the bulk of transactions occur. On the low end, we’re “packing sardines;” that is, accumulating a lot of small transactions. While the under $10 bucket delivers about two-thirds of the transactions, it only accounts for about one third of the dollars. On the other end of the spectrum, at the “over $20” spend-level, we find the “whales.” In fact, further breaking down the “over $20” category, 30% of the total revenue is generated from transaction sizes of over $50. If you’re a game designer, your main take away is that very few transactions—and consumers who complete those transactions—make up the bulk of your revenue. Therefore, your “meta-game” should be about whale hunting.

    By the end of 2011, Flurry estimates that total U.S. iOS and Android game revenue will surpass $1 billion. Digital distribution has already affected notable Media & Entertainment industries including film, newspaper, television, music and books. The video game industry is no exception, with portable gaming already feeling the impact. The key to any business playing in this space, whether incumbent or challenger, will be to understand and command consumer engagement, and turn that engagement into revenue events. The freemium business model on mobile, enabled by a device that is always with consumers, and always connected, is unlocking profound new ways to deliver value and extract revenue from consumers, and for far more than just $1 at a time.

    http://blog.flurry.com/bid/67748/Con...Freemium-Games


  2. Location
    Zürich, Switzerland
    Posts
    25,088
    Thanks for the sharing
    Sweet

    To bad Flurry has no stats for users without and with US users seperately as US users really mess up such stats from the bottom up as the buying behavior differs completely making it hard to target anything at more local confined stores to "land a hit and build upon it"

    though I guess I'm among those killing the stats, never spent more than $9.99 (darn tiny towers) and that was once, normally its much less to nothing at all as "time saver" does not qualify as something I'm willing to pay for (and I would still favor if apple went by their own guidelines and forbid usage of iAd for ingame currency as it used to be for quite some time - it brought this darned and dooming nothing but timewaste browsergames in masses to iOS), I pay for content only and expect the game to offer something meaningfull for the time investment, not "wait till the tick took place" as in FB "MMO"s unless that wait for the tick was a turn based strategy game where the awiting was cause my opponent had its turn (settlers of catan, carcassone)
    Last edited by dreamora; 07-25-2011 at 07:34 PM.


  3. Posts
    760
    I found it interesting the "Freemium" sector just continue to grow like a raging bull, especially considering the growth in that sector for the past 6 months. I notice A LOT of the games now are Freemium. This puts me at a cross road as to the strategy of marketing my game. I have always thought I would sell my game as "Premium" as oppose to "Freemium", but seeing the hard stats now, I am slowly changing my mind. Maybe the $0.99 cent price bracket is no longer low enough, the success of Freemium sector will put pressure on other Premium sector to adopt the approach, the trend will soon force all the games to go Freemium I think.


  4. Location
    Great Britain
    Posts
    6,225
    Yeah although lodsys is currently busy chewing on people in that sector at the moment. Freemium is a slight barrier to piracy though, since it doesn't matter if the app is cracked, it still needs a dedicated crack to find where you're calling home - unless they automatically crack the apple call to calling home (in app purchases require a verification with apple servers and you can call the server as many times as you like).

    It's an interesting model but some games just plain don't suit it.
    Last edited by hippocoder; 07-25-2011 at 07:46 PM.


  5. Location
    Zürich, Switzerland
    Posts
    25,088
    cracking the call won't make a buy transaction taking place that hasn't and faking a SSL verified certificate isn't gonna happen on a mobile until quantum computer mobiles are there

    And I know the pain about deciding which might now be better, low price premium or freemium.
    Though for me that was already a year or so ago when I came to the conclusion that free with ad + IAP ad removal and content makes much more sense than a $0.99 entry barrier doomed title with no ad and the content in, especially with the general plan of going to android too with the titles
    Last edited by dreamora; 07-25-2011 at 08:01 PM.


  6. Location
    Great Britain
    Posts
    6,225
    You don't need to crack the call or SSL certificate. You crack the ios function to return true to the program and bypass all that. Has anyone seen any cracked in-app purchase titles?


  7. Location
    Zürich, Switzerland
    Posts
    25,088
    unsure thats gonna work


  8. Location
    Canada
    Posts
    1,073
    The top grossing app according to app annie in the US is zombie gunship. Its a paid app with in app purchases, I think its definitely the way to go.


    For every 100k downloads you get 1k to 3k IAPs. On average that is $14. So the min is 14k, the max is $42k. If you were to use FAAD (free app a day) and get 1000k downloads (over the period of five days) you could get 140k to $420k in that week alone.
    http://iphone.ezone.com/2011/01/free...t-work-part-2/
    Last edited by aiursrage2k; 08-05-2011 at 12:17 PM.
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  9. Posts
    760
    I am very curious - if you go Freemium with iAD - just exactly how much downloads do you have to serve to get any income from this method? Does the player have to actually click on the ads for you any monetary return?


  10. Location
    Skövde, Sweden
    Posts
    160
    Quote Originally Posted by I am da Bawss View Post
    I am very curious - if you go Freemium with iAD - just exactly how much downloads do you have to serve to get any income from this method? Does the player have to actually click on the ads for you any monetary return?
    You need a LOT of downloads and replay value so the players come back again and again. And yes they have to click.

    Also for freemium vs premium it's all about what type of game it is, if the game uses a freemium model but it doesnt have the game features that suits a freemium game then it still wont work. For example i spoke to tapjoy and flurry last night about just this subject and an example that most often wont work well with the freemium is a platform game.
    Magnus Söderberg
    CEO - Triolith Entertainment


  11. Posts
    760
    Why is that? Why is it freemium doesn't work on platform game?


  12. Location
    Skövde, Sweden
    Posts
    160
    No idea really, but the freemium model works better on games such as social games and games like gun bros etc. I guess a platformer is a bit harder to get users to pay for upgrades or what else you might have in it. But as i said it all depends on how you implement it into the game.
    Magnus Söderberg
    CEO - Triolith Entertainment