Senin, 18 Juni 2012

Long-Term Players Spend Most Money on Virtual Goods


Kongregate, a portal that delivers web-based gaming experiences and is owned by GameStop, has conducted a study that shows those players who play a virtual goods-selling game for more than 50 times are the ones who account for more than 90 percent of the total revenue for the title.

Emily Greer, who is the chief operations officer at Kongregate, has stated, “Too many titles introduce monetization elements without the end-game in mind. Players often tune out these advances, primarily because they have little long-term value to the user or the player is not yet connected to the game.”

Kongregate has taken into account more than 150 virtual goods-based games selected from the ones it offers, which might skew the results somewhat.

30 percent of early stage players spend money in order to buy an item in a game, but they account for just 3% of the overall revenue on average.

Devoted players usually account for just 2 to 10 percent of the game’s total userbase.

Via: Long-Term Players Spend Most Money on Virtual Goods

Tidak ada komentar:

Posting Komentar