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The number of players who pay for virtual goods in mobile games declined from 1.5 percent in January to 1.35 percent in July, according to a study of millions of gamers by mobile-marketing-automation firm Swrve.
In an exclusive interview with GamesBeat, Swrve chief strategy officer Hugh Reynolds and Swrve CEO Christopher Dean said they found that 62 percent of all mobile-game revenues come from 0.13 percent of all players. Those are scary and depressing numbers for developers and publishers, as they rely on virtual-goods purchases for most of their revenue in free-to-play mobile titles.
“This shows how game companies are dependent on a small group of people who are paying the bills,” Reynolds said.
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I think one of the reasons for the small amount of spending in mobile games is because there are a lot of free ad-supported games, and people would rather grind for many hours than spend real money in a game.
In an exclusive interview with GamesBeat, Swrve chief strategy officer Hugh Reynolds and Swrve CEO Christopher Dean said they found that 62 percent of all mobile-game revenues come from 0.13 percent of all players. Those are scary and depressing numbers for developers and publishers, as they rely on virtual-goods purchases for most of their revenue in free-to-play mobile titles.
“This shows how game companies are dependent on a small group of people who are paying the bills,” Reynolds said.
Read More
I think one of the reasons for the small amount of spending in mobile games is because there are a lot of free ad-supported games, and people would rather grind for many hours than spend real money in a game.