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Don't be surprised that just 2.2% of F2P players spend money

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#1 SableRecon17

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Posted 23 April 2014 - 01:31

"A recent survey of 10 million mobile gamers claimed only 2.2 per cent of the free-to-play audience spent any money at all. That's worrying - does it mean developers are deliberately designing games to cater for the minuscule minority rather than the vast majority?"

http://www.eurogamer...ers-spend-money




#2 Buttus

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Posted 23 April 2014 - 02:10

they're in a catch-22, because no one wants to play a 'pay to win' game, and that means the only things to buy are cosmetic, which most people don't care about....



#3 GotBored

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Posted 23 April 2014 - 12:30

Not surprising, but with that being said I have paid for free-to-play games. Its usually something to help speedup your progress.

 

Like Clash of Clans for example I've bought gems to transfer into in-game currency because its takes a few days to save up enough to actually upgrade anything. There are people who play it and never spend money, people like me who have spent a bit of money here and there and then there are people who have spent thousands.

 

Even with 2.2% f2p players spending money these games generate a lot, for example Clash of Clans made $892 million in revenue in 2013 and it only started getting popular towards the end of 2013.

http://venturebeat.c...margin-in-2013/



#4 OP SableRecon17

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Posted 23 April 2014 - 12:41

Not surprising, but with that being said I have paid for free-to-play games. Its usually something to help speedup your progress.

 

Like Clash of Clans for example I've bought gems to transfer into in-game currency because its takes a few days to save up enough to actually upgrade anything. There are people who play it and never spend money, people like me who have spent a bit of money here and there and then there are people who have spent thousands.

 

Even with 2.2% f2p players spending money these games generate a lot, for example Clash of Clans made $892 million in revenue in 2013 and it only started getting popular towards the end of 2013.

http://venturebeat.c...margin-in-2013/

I myself have dropped at least $100 on League of Legends. I was spending my money foolishly though because I usually spent the money on skins instead of champions.



#5 madd-hatter

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Posted 24 April 2014 - 17:44

recent survery of 10 million mobile
Swrve tracked the habits of 10 million
30 games in its network over the course of 90 days

 

This means nothing to me. I don't know what people expect from the "mobile" market but I'm not surprised at the percent reported. Few things in the world are as abundant as F2P mobile games... Saying 2.2% of those players spend money doesn't mean anything at all. They test 30 specific (and undisclosed) games of their choice...

 

This belong in the mobile gaming forum. The observations from the topic at hand clearly do not involve PC's or consoles. It's broken and irrelevant information anyways.



#6 Andrew

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Posted 24 April 2014 - 17:51

This means nothing to me. I don't know what people expect from the "mobile" market but I'm not surprised at the percent reported. Few things in the world are as abundant as F2P mobile games... Saying 2.2% of those players spend money doesn't mean anything at all.

 

This belong in the mobile gaming forum. The observations from the topic at hand clearly do not involve PC's or consoles.

 

A separate piece of research showed a leaderboard of online games with the highest average revenue-per-user (ARPU). World of Tanks was the winner with an average spend of $4.51, reported SuperData Research, followed very closely by Team Fortress 2. Then it's Guild Wars 2 (a paid-for game), War Thunder and Planetside 2. Places five-to-10 run Combat Arms, Crossfire, Dota 2, Heroes of Newerth and League of Legends respectively.


#7 HawkMan

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Posted 24 April 2014 - 18:30

it's not worrying, you just need to do the math. those 2.2% carry the company, without the other players, those 2.2% wouldn't be interested. 



#8 PGHammer

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Posted 25 April 2014 - 20:15

I myself have dropped at least $100 on League of Legends. I was spending my money foolishly though because I usually spent the money on skins instead of champions.

I purchased two DLCs for F2P MMO DC Universe Online, and may yet purchase others - in the cases of the DLC I purchased, they fit the character storyline.

 

Sony Online Entertainment (the publisher - and yes; the SAME Sony of PSx "fame") did a splendid job of pitching the game as a player's opportunity to put themselves in a variant of the DC Comics Universe they grew up with - I basically took that handoff and ran with it.  Both DLCs I bought fit the pattern; "Lightning Strikes" is because I am an unabashed fan of the Flash.  I have nothing against Superman, or Batman, or even the various Green Lanterns - however, the Scarlet Speedster - specifically, Barry Allen - is my favorite DC character.  The other DLC, "Battle for Earth" is because I hate, loathe, and outright DESPISE Brainiac.  More than Lex Luthor.  More than the Joker.  More than ANY of the Central City Rogues.  Therefore, why would i pass up the signal opportunity to dismantle, disassemble, and outright decimate not only his army of cyberminions, but Brainiac himself? Every character I have created (six heroes and the one villain) shares my grudge against the Ultimate Cyber-Terrorist - it's not professional, or business, with any of them.  It's war - and it's downright personal.

 

(Remember, where is the FIRST place you start after you finish creating your character in the game - whether on PS3, PS4, or PC?  On a Brainiac capture vessel.  That means that Brainy pulled you out of your nice life and put you in a CAGE.  Yes - you have new powers and abilities; however, that ALSO means your ability of going back to your old life - whatever it was - is none.  Oracle (Justice League POC) or Calculator (Society POC) is giving you opportunity to collect some payback - why wouldn't you?  That's the pitch.)