Tapjoy claims in-app spending to triple
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John Ozimek | 11:35 - 24 May 2013
It is luck as much as ability - Adeven put the stat out last year that 2/3 of the apps on the Apple Store have never even been downloaded.
So for developers to make money they need to not only have the right kind of app, but they also need to have a good strategy for turning loyalty into revenue.
Perhaps the willingness to engage with advertising is tied to the fact that the majority of these apps are what we consider to be the 1% - or close to it - so they are offering the kind of quality gameplay and graphics that drives IAP.
I'd love to see some specific research into this kind of thing...
Josh Dombro | 20:36 - 23 May 2013
Yeah, I guess 20 is probably more appropriate. I've just seen the Supercell numbers a few times and been amazed that any game could make that much money.
You're right though, I suppose it's a reason for developers to be optimistic. Though it basically requires winning the lottery...
jon jordan | 23:55 - 22 May 2013
Definitely right Josh. If you take out the top 20 top grossing, there's much less cash to spread around the 200,000 active apps.
I guess the point is it's now a global market and that means the top hit games can generate vast amounts of cash.
Josh Dombro | 19:57 - 22 May 2013
I wonder what this would look like if you took the top two or three games out of the picture though. I've seen that Clash of Clans makes about $1 million a day, so if you take "the 1%" out of the equation, how much is really being spent? $1.2 billion is a staggering amount of money either way, I'm just curious.
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