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Forums - Gaming - 0.15% people account for 50% of monthly revenue for freemium games

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With the runaway success of Candy Crush Saga, it's perfectly natural to wonder just how many people are dropping coin in freemium mobile games. One firm's answer, however, might surprise you. A very small number -- 0.15 percent, to be exact -- of total mobile payers contribute half of monthly in-game revenue, according to in-app marketing company Swrve. The outfit also says that over 60 percent of the money made within the first two weeks of a player's life is made on the first day. Meaning, if most people install a game and don't make any purchases almost immediately, they likely won't at all. The report comes from a limited sample, but designers hoping to build the next fragile confection-like phenomenon are probably studying it for secrets right now. We've embedded the provided infographic after the break should you want a peek at a whole lot of graphs for yourself.



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This is great! I've always wanted to know some statistics about in-app purchases.



The format of that article is showing up all wrong for me; I can't read the utter most right text... It's cut short



I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.

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Yeah, that article only goes to show that NIntendo never should focus on mobile gaming - nor any other major game publisher for that matter. If you don't make money the very first day, you're looking at a relatively meager stream of income.



I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.