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Forums - Gaming - Official Thread for Smartphone Gaming Believers!

I don't find mobile gaming fun, be it on the gameboy, DS, PSP or my W7 phone. I just can't seem to enjoy it. Especially when I have to cover the play area with my thumbs.



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famousringo said:
mrstickball said:


What do you want to know about mobile advertising, exactly?


For starters, just how much revenue is the in-app mobile ad market worth annually? And how does it compare to revenue from direct purchases?

Actually, I might have answered my own question while digging up old stories for this post. Carefully re-reading Gartner's estimate of 2010's mobile app revenues (they say $5.2 billion) reveals that they're including both purchase and ad revenues. A report from IHS tallies up the top four app stores and estimates $2.2 billion in sales.

So factor in all the smaller fish (GetJar, Cydia, newcomers like Windows Phone and Amazon's Appstore), and we can see that mobile ad revenues might be roughly equal to purchase revenues.

I'm sure the margins of error wrap around the block, but its a better impression than I had this morning.

Apologies to Euphoria for all the moneytalk.

For Android, its much greater than revenues. Angry Birds alone has likely made as much money in ad revenue in 6-7 months as the rest of the market has since its inception. iOS market is much healthier for purchases, so I'd imagine its a bit smaller.

If I was to valuate the Android app market, your probably looking at about $100 million USD or so from potential ad revenues per download. The main issue would be if such revenues have been realized or not (as it'd assume about a $0.25 lifetime value per free title download).

I've talked to a few developers that use ad-based monetization for their Android applications. It works well, but it seems that you really have to optimize for it to work properly. I doubt most developers do it right, and are losing out on a ton of cash, as AdMob is huge.



Back from the dead, I'm afraid.

mrstickball said:

For Android, its much greater than revenues. Angry Birds alone has likely made as much money in ad revenue in 6-7 months as the rest of the market has since its inception. iOS market is much healthier for purchases, so I'd imagine its a bit smaller.

If I was to valuate the Android app market, your probably looking at about $100 million USD or so from potential ad revenues per download. The main issue would be if such revenues have been realized or not (as it'd assume about a $0.25 lifetime value per free title download).

I've talked to a few developers that use ad-based monetization for their Android applications. It works well, but it seems that you really have to optimize for it to work properly. I doubt most developers do it right, and are losing out on a ton of cash, as AdMob is huge.

When you say "optimize," do you mean designing the app with ads in mind so that they appear regularly, but not in such a way that the user finds them too obtrusive?

$0.25 per download would be very good revenue. I think the average iOS download earns ~$0.30 in purchase revenue.



"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event."  — Mona Hamilton, Capcom Senior VP of Marketing
*Image indefinitely borrowed from BrainBoxLtd without his consent.

My favorite games on my iPod Touch:

  • Modern Combat 2: Black Pegasus, and NOVA 2
  • Zenonia 1, 2, and 3
  • Real Racing 1 and 2, Need for Speed Hot Pursuit
  • Dead Space
  • Chaos Rings
  • Sacred Odyssey
  • and not to forget my pick up and play games: Doodle Jump, Tiny Wings, Tilt to Live, Fruit Ninja, and... I have to admit it... Angry Birds is pretty fun...


 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

famousringo said:
mrstickball said:

For Android, its much greater than revenues. Angry Birds alone has likely made as much money in ad revenue in 6-7 months as the rest of the market has since its inception. iOS market is much healthier for purchases, so I'd imagine its a bit smaller.

If I was to valuate the Android app market, your probably looking at about $100 million USD or so from potential ad revenues per download. The main issue would be if such revenues have been realized or not (as it'd assume about a $0.25 lifetime value per free title download).

I've talked to a few developers that use ad-based monetization for their Android applications. It works well, but it seems that you really have to optimize for it to work properly. I doubt most developers do it right, and are losing out on a ton of cash, as AdMob is huge.

When you say "optimize," do you mean designing the app with ads in mind so that they appear regularly, but not in such a way that the user finds them too obtrusive?

$0.25 per download would be very good revenue. I think the average iOS download earns ~$0.30 in purchase revenue.

Its a multi-stage issue when considering ads.

One step of optimization is making sure you have enough ads that are in areas that will get clicked, but not interfere with gameplay. Generally, the most profitable ads are a hybrid CPM/CPC (Cost Per Mille or Thousand, and Cost Per Click). Therefore, good ads will get a lot of clicks which equals more cash.

Additionally, the next step is ensuring ads are targeting the right demographic(s). If the company can sell targeted ads to given user demographics - age, race, likes/dislikes, it increases the amount of money earned from the ads. Crappy ads earn (from my understanding) about $0.30 per 1,000 ads via AdMob on Android. Optimizing would yield revenues of $1.00 or greater per thousand ads. That would greatly increase the value of a download, as Angry Birds likely has an ARPU (Average Revenue Per User) of $0.60 or greater - essentially the same value as an iOS user, but through the free model.

 

If the right models are pursued, it would be feasible that you could sell most any game on Android for free with ads - even more expensive ones.



Back from the dead, I'm afraid.

Around the Network
famousringo said:
mrstickball said:


What do you want to know about mobile advertising, exactly?


For starters, just how much revenue is the in-app mobile ad market worth annually? And how does it compare to revenue from direct purchases?

Actually, I might have answered my own question while digging up old stories for this post. Carefully re-reading Gartner's estimate of 2010's mobile app revenues (they say $5.2 billion) reveals that they're including both purchase and ad revenues. A report from IHS tallies up the top four app stores and estimates $2.2 billion in sales.

So factor in all the smaller fish (GetJar, Cydia, newcomers like Windows Phone and Amazon's Appstore), and we can see that mobile ad revenues might be roughly equal to purchase revenues.

I'm sure the margins of error wrap around the block, but its a better impression than I had this morning.

Apologies to Euphoria for all the moneytalk.

No big deal.

This thread becomes irrelevent tomorrow. 

 

Gonna help me fill the shit out of that new Mobile section when it shows up?



iPhone = Great gaming device. Don't agree? Who cares, because you're wrong.

Currently playing:

Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)     

    

Got a retro room? Post it here!

famousringo said:
mrstickball said:


What do you want to know about mobile advertising, exactly?


For starters, just how much revenue is the in-app mobile ad market worth annually? And how does it compare to revenue from direct purchases?

Actually, I might have answered my own question while digging up old stories for this post. Carefully re-reading Gartner's estimate of 2010's mobile app revenues (they say $5.2 billion) reveals that they're including both purchase and ad revenues. A report from IHS tallies up the top four app stores and estimates $2.2 billion in sales.

So factor in all the smaller fish (GetJar, Cydia, newcomers like Windows Phone and Amazon's Appstore), and we can see that mobile ad revenues might be roughly equal to purchase revenues.

I'm sure the margins of error wrap around the block, but its a better impression than I had this morning.

Apologies to Euphoria for all the moneytalk.

a bit limited in scope but i found it interesting.

The App Store Economy



Until my Smartphone can play the most up to date current games out, I wont use it for any serious gaming.  All I have on my phone is Brick Breaker, Midnight Bowling and Guitar Hero 3 Mobile to play while waiting in line.



PREDICTIONS:
(Predicted on 5/31/11) END of 2011 Sales - Xbox 360 = 62M;  PS3 = 59M;  Wii = 97M

Just downloaded Eternal Legacy HD (Android version but it's available for iPhone/iPod Touch too. Maybe iPad as well) today. Only played to the first save point. Kinda tied up right now with Yakuza 3 and Lunar Silver Star Harmony. But nice to be able to have a japanese-style rpg to play on the go without having to take my bulky, lengthy PSP-3000 with me. I was playing Zenonia 2 but I put that on hold because the Virtual D-Pad got on my nerves.

If Game Dev Story (for Android and iPhone/iPod Touch) hasn't been mentioned yet, I definitely recommend that. Hot Springs Story (made by same developer and also available for Android and iPhone/iPod Touch) doesn't interest me anywhere near as much as Game Dev Story but I'm going to put more time into that later.



loves2splooge said:

Just downloaded Eternal Legacy HD (Android version but it's available for iPhone/iPod Touch too. Maybe iPad as well) today. Only played to the first save point. Kinda tied up right now with Yakuza 3 and Lunar Silver Star Harmony. But nice to be able to have a japanese-style rpg to play on the go without having to take my bulky, lengthy PSP-3000 with me. I was playing Zenonia 2 but I put that on hold because the Virtual D-Pad got on my nerves.

If Game Dev Story (for Android and iPhone/iPod Touch) hasn't been mentioned yet, I definitely recommend that. Hot Springs Story (made by same developer and also available for Android and iPhone/iPod Touch) doesn't interest me anywhere near as much as Game Dev Story but I'm going to put more time into that later.

If you want old school JRPG styled gaming be sure to check out Symphony of Eternity in the Android market. It is just $2.99.

Took me about 16 hours to beat, just finished it yesterday. Then afterwards I found out that it has new game plus if you start a new game with your completed game save not to mention post game dungeons with bad ass enemies if you load your end game save from the "load game" option.

Game packs quite a punch for just $3.

Controls are superb by the way if you set it to "Touch Only" in the options menu.



iPhone = Great gaming device. Don't agree? Who cares, because you're wrong.

Currently playing:

Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)     

    

Got a retro room? Post it here!