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Less than 0.2 per cent of players account for half the revenue of the freemium mobile games market

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By Michael Feeley, Founder and chief exec

April 1, 2016 | 2 min read

A new report from mobile marketing automation and engagement firm Swrve – ‘Monetization in Mobile Games’ – has revealed that less than 2 per cent of players make any form of purchase each month. This, combined with the finding that 48 per cent of all revenue comes from the top 10 per cent of paying players, means that almost half of revenue comes from just 0.19 per cent of players in the ‘freemium’ games space.

Tom Farrell is Swrve's VP of marketing.

Swrve’s VP of marketing, Tom Farrell, is to host a free online webinar on 6 April to discuss the report’s findings in more detail.

Farrell said: “This webinar is following on from our much anticipated Monetization report, which has already seen a lot of traction in the news and online. The webinar walks through the results of the world's most comprehensive research into mobile game monetization. We'll look at who spends, and in what amounts, what a typical purchase looks like, and just how reliant many mobile games are on a small number of players. An essential session for anyone in the freemium games space!”

Anyone interested in attending the webinar can register for free here.

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Swrve

Trusted by companies like Electronics Arts, Warner Bros., Life360, Sony, McAfee, and many more-Swrve is the world's leading mobile marketing automation platform. 

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