Via Scoop.it – Social Music Gaming
We’ve covered freemium mobile games a fair bit in recent months, because there’s been a lot of interest from music industry companies in how that model is working, and what lessons might be learned for this industry. So, here’s some more research from mobile analytics company Flurry, based on 57 million in-app purchases in the freemium iOS and Android games that its technology is used in. It finds that 68% of money spent on virtual goods in these games is for ‘consumables’ – virtual items that they don’t keep, or more often than not, virtual currency that is spent within the game. 30% is spent on ‘durable’ items that players keep, and only 2% is spent on personalisation features. “While the consumer is indeed purchasing virtual items that are most often consumable, what’s most important to understand is the psychology behind these games,” notes Flurry. “In freemium games, consumers are experiencing compelling, immersive entertainment. They feel gratified when they progress, accomplish goals, create a unique world, and in some cases, show off to their friends. In exchange for this gratification, they are willing to spend real money, and lots of it.”Source: Flurry – http://tinyurl.com/3ncxzdo
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