★ TouchArcade needs your help. Click here to support us on Patreon.

Who has some stats about % of people who buy in-apps in games???

07-25-2012, 02:44 PM
#1
Joined: Jan 2012
Posts: 15
Who has some stats about % of people who buy in-apps in games???

Hi everybody!
Can somebody share statistics or probably just now the statistics about how many people buy in-apps in games on App Store?
Please if you know something it would be really helpful information!

Thanks
07-25-2012, 03:23 PM
#2
For most freemium games, that average range for conversion rates for a game is between 2%-5%, but it really depends on the genre, game quality and a bunch of other factors.

DP

Btw - There is quite a bit of factual info that you can search for on www.quora.com regarding IAPs, conversion rates etc. I highly recommend checking it out as I got a good chunk of my education in mobile metrics and business from the site.

07-26-2012, 12:10 PM
#3
This may not be applicable to the type of game your making, but I'll share our experience.

Our game, Cricket Words, has a single in-app purchase to make the game ad-free. There are no consumables, no coins, no power-ups or anything like that. We also tried to make the ad experience less annoying than something like Words with Friends. So consider how that may affect purchases of an ad-free upgrade. We priced at $2.99 for a long time and have recently dropped the price to $1.99. This price change did not have much of an effect on number of sales, and certainly not on actual profit (due to the lower price).

All that having been said we have seen a conversation rate of only 1.1% of our players. Maybe the game isn't sticky enough to warrant more purchases (we love it, but of course we do).

Just one perspective but I hope it helps.

____________________
Cricket Words by Think Tap Work
07-29-2012, 05:38 AM
#4
For every download, my game Tiny Fireman Free gets about $0.10 (10 cents) on average.

But it's not a very money-sucking IAP mechanic. Simply 'unlock all areas'.

Super Ninja Therapy for iPhone and iPad

Tiny Fireman for iPhone and iPad

http://samuramu.com
08-01-2012, 05:20 AM
#5
Joined: Jul 2012
Location: Denmark
Posts: 24
Tapjoy have recently released a whitepaper on the subject.

http://online.tapjoy.com/whitepaper/...ent=whitepaper

I havn't read it yet, and I fear their definition of whitepaper is closer to an advertising than to anything scientific, but it will properly still hold some useful information.

I am a part of Kipper Digital who made the game Paul & Percy
Follow me on twitter: https://twitter.com/KlausKabelK
Like us on Facebook: https://www.facebook.com/KipperDigital
08-01-2012, 07:54 AM
#6
Joined: Jul 2012
Location: Arbroath, Scotland
Posts: 8
It is very unlikely that you'll get many developers giving up this information - as conversion rates can be used to determine ARPU and therefore revenue (which companies may want/need to keep private).

However, if you have a 5% conversion rate, you are doing very very well.

Of course, it depends on the type of game, more niche 'casual core' games have fewer players, but those players covert easier. Alternatively, casual freemium games have general appeal, and therefore large user bases, but those users aren't as invested in the game, so they don't convert as well.

Check out my sweet twitter or blog.
09-02-2012, 01:33 PM
#7
Joined: Jan 2012
Posts: 15
thank for sharing your info
Im just wondering how do you count the in-app %
I mean you count all the downloads or only active users?
Thanks
09-03-2012, 09:07 AM
#8
Joined: Feb 2012
Location: Paris, France
Posts: 146
We had less than 0.1% with Ski Champion, though admittedly the IAP were poorly implemented.
I detailed the lessons learnt in a blog post : http://www.majaka.net/so-how-did-ski-champion-do-part-deux/
We are now making about 5x the revenue thanks to advertising.

I make games.
Twitter: NicolasG_B