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Mobile Games: Japanese give ten times more than German
App Annie you know from various App Usage analysis, it is always interesting, who as uses what apps. This time it comes to the ARPU (Average Revenue Per User) of mobile games. Mobile games are the size in the App Store that provides sales, a significant proportion of revenue earned in excess of it. That this does not work the same in each country, this shows ARPU statistics. 2014, we had even numbers to In-app purchases, only 2.2 percent of users paid time ever, attended with 0.45 dollars in revenue per download (Average Revenue Per Download), which in turn is very high. Among the payor the average was just over 20 dollars.
Now App Annie has figures for ARPU of top 30 iPhone games released, unfortunately, no values, so you only see which country how much more pay than another country. But even that is very revealing, and perhaps could even explain to some extent why some countries are treated supposedly carelessly by developers. Because there are large differences in the willingness of users.
Japan is the undisputed leader of the “cash-for-Games” -Ausgeber. ARPU is in Japan as much as 10 times higher than in Germany and three times as high as in the US, the second largest country makes what game sales on iOS. Of interest is how the top 30 make up games. Japan stands on role playing, RPGs in the broadest sense occupy 22 of the 30 seats. Investments are here mainly in game items that are rare, primarily in “trading cards”.
In the US, this is similar, although there pure strategy games (Games can be set in the App Store in two categories, so there is overlap) as Clash Royale bring the most coal. Also interesting is the growth in China, in the past two years, sales have increased more than tenfold. However, not too surprising, because that is exactly the time available for the iPhone there. Where more devices, as well as more sales, but of course impressive, affecting so dramatically on the Games.
And Germany? Pretty stingy. One tenth of the turnover of the Japanese, a quarter of the turnover of Americans, nearly half of the turnover of the British. After all, Germans spend more on games than the French, who once again invest half as much as the average German. Could possibly be that you are in this country rather negative towards in-app purchases of “consumer goods” set.
But since it obviously works well in other countries, one need not worry too much hope that anything will change. If the market is not large enough, a content is not necessarily adapted but just more oriented to the markets in which money can be earned.
How you stand to mobile games and levels of compensation? You read so often in comments that a game is not a 5 Euro worth and it is anyway disqualified directly if it offers in-app purchases. Is such a thing really to the Games or rather the users? Where are your pain limits as in the field of mobile games?Viewing:-65
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