Mobile gaming is having an incredible year. Powered by changing demographics, developing markets, and locked-down masses flocking to casual gaming, mobile game revenues are set to reach $100 billion this year β surpassing console and PC. For marketers, mobile game Continue Reading
I spent the last couple of days in London at PG Connects, situated at a nice location in Barbican, with some good catering π I had the opportunity to spend some time catching up with people from the industry, and Continue Reading
Last year saw plenty of exciting developments in the worldβs mobile market. Naturally, many of these trends will spill into this year and beyond. Yet, there will also be new, disruptive, and surprising developments within the industry. Following from our Continue Reading
신작 게임의 수익 모델(광고, 인앱 판매, 앱 유료 판매 등)를 결정할 때에는 회사의 비즈니스 모델을 고려해야 합니다. 중독성 높은 게임을 무료로 출시한 후, 게임을 더 재미있게 즐길 수 있는 인앱 아이템을 판매하는 것은 가장 일반적인 수익 모델입니다.
또는 게임을 유료로 판매하는 모델은 어떨까요? 수익성이 높아 퍼블리셔들에게 가장 인기있는 모델은 부분유료화(F2P)입니다. 결국 모바일 게임 퍼블리셔와 개발자들에게 중요한 것은 수익입니다. 유저들을 짜증나게 만들기보다는 즐겁게 만듦으로써 부분 유료화 모델의 수익성을 극대화할 수 있습니다.
Whether a game is free (with ad-based monetization), free-to-play (while offering in-app purchases) or paid is a matter of publisher or developer choice and should be based on your business model. Will you go down the F2P route of creating an amazingly addictive game that’s free to download but relies on in-app purchases to make a player more competitive and enhance the user experience?