Deltadna

  • Understanding In-Game Advertising’s Crisis of Confidence

    … While some games are thriving, it should not cloud the fact that free-to-play monetization is a granite-tough business, and for many developers, it is akin to chasing rainbows. The reality is that for most games, less than 1 percent of players make in-app purchases, leaving ads as one of the few viable options for monetizing the remaining 99…

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  • Report: 54% of ‘Whales’ Have Never Spent More Than $50 on a Single Purchase

    … account for $100 to $200 of lifetime spending complete 11 in-app purchases on average, while “mega-whales,” or those players who account for more than $1,000 of lifetime spending, will make 55 in-app purchases on average. For these mega whales, the average value of each in-app purchase is $39. In a blog post, Isaac Roseboom, head of insight…

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  • Study: Examining the Gender Preferences of Free-to-Play Mobile Games

    … Analytics and marketing platform deltaDNA has revealed new data measuring gender preferences relating to free-to-play mobile games. The data examined four overall game genres (action, strategy, puzzle and social casino) and ten specific game types, including first person shooter (FPS), role-playing game (RPG), infinite runner and match-three…

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  • Report: Half of Strategy Game Players Spend Money in First Session

    …) like retention and user conversion rates. For the purpose of its study, deltaDNA separated mobile games into four major categories: Action (FPS, RPG), Strategy (RTS, Collectible Card, etc.), Puzzle (Match-3, Hidden Object, Quiz) and Social Casino (Slots, Poker, etc.). It measured these games across six major KPIs, and found while all four categories…

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