I hope this sub-forum is the right place to post this question (and if not, please move it to where it should belong).
My husband is also in mobile game space, and he asked the following questions (and I’d also like to know the answers to these questions). The thing is, we all have some data point, but it changes all the time and it’s always good to gather information from different sources to come to more “current” data. If you can share your knowledge here, it would be greatly appreciated. (Link to articles or other data sources would be just as good.)
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What is the typical ARPU (average revenue per user) for In App Purchases of virtual goods within games on iOS and Android?
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What is the typical conversion rate for buyers of In App Purchases in freemium games?
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What is the typical lifecycle of a mobile game?
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How much does a typical mobile game make in revenue per year? A successful game? A somewhat successful game?
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How do mobile “social” games differ from mobile “casual” games in terms of lifecycle and revenue?
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How much does a typical “whale” (very active user) spend per month vs. a “minnow” (less active user)?
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What is the decay in user spending over time? Does a typical user spend most of his/her money in the first 3 months? After 6 months how much are they spending?
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How much do we have to spend on marketing per install? So if we have a budget of $50k, how many installs would that typically buy us for a mobile game?
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What are the best ways to market mobile games in 2012? This changes all the time.
Also, if any of you have key questions to add to this list, please do mention it.
Thanks!
Naomi
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