choose best revenue model for mobile games in cafebazar

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Choose Best Revenue model for mobile games in Cafebazar Present by : @Bhamidpour

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Choose Best Revenue

model for mobile games

in Cafebazar

Present by : @Bhamidpour

Why Mobile ?!

sales of mobile devices were expected to reach 2.5 billion units in 2015 !

mobile phone penetration will rise from 61.1% to 69.4% of the global

population between 2013 and 2017 !

User intended use 3G, 4G network instead wifi !

app economy will create revenues of more than €10 billion per year within

the European Union

Type of games and app in revenue model

Type of games and app

1. Free

2. For sale

3. in-app purchase

in-app purchase revenue grew more

than 50% from 2013 to 201453%

1%

30%

22%

17%

78%

VOLUME REVENUE

CAFEBAZAAR CONTENT SALE TYPES

Free For Sale In-app purchase

Type of games and app in revenue model

Key Factors That Depends App store

The effect of revenue models on app performance depends on the app store.

The effect of in-app purchase on app performance depends on the app store.

Paid, freemium and in-purchase models are shown to be effective in App Store.

Freemium and in-app purchase models are shown to be less effective in Google

Play.

App category influences the effects of both revenue models and in-app purchase.

Now, App or Mobile Games ?

58%

42%

World App Stores / Categories

Games Other Categories

76%

24%

World App Stores/In-app purchase

Games Other Categories

Now, App or Mobile Games ?

Total mobile game revenue is predicted to double

by 2017

Small screen sizes and hardware limits is not a

important issues for gamers

Games contain 15% and apps contain 85% of

cafebazaar content but games makes money 50% of

total sales !

Just 1.35% of mobile game players spent real money

for the game ! In July 2014

…So now what’s your choice ? :)

15%

85%

Cafebazar Distribution

Games Apps

50%50%

Cafebazar Revenue

Games Apps

In payment behavior studies, perceived value

and loyalty are recognized as the main

determinants of payment intention

According : Choi and Kim 2004; Rauyruen and Miller 2009; Lu and Hsiao

2010; Hsu and Lin 2015

Loyalty to business-to-business services leads to future transactions

The perceived value of having the Internet on a mobile device influences smartphone users’ intention to pay for mobile services

Satisfaction with social networking services might not affect users’ willingness

to pay, but perceived value does.

Pay LoyaltyValue

Value

Emotional

Playfulness

Social

Connectedness

Price

Good Price

Reward

Quality

Access flexibility

Control variables

Control variables

Age

Gender

HabitIncome

Platforms

Value, Loyalty, In-app purchase model

Sample : Tower of Saviors

3309Responses

89% male

51.25% 17-22years

75.4% pay at least once

44.86% 1-3hours

Analysis Results of paid-players

Analysis Results of unpaid-players

References

Articles :

Kuo-Lun Hsiao , Chia-Chen Chen, 2016, What drives in-app purchase intention for mobile games

Paolo Roma, Daniele Ragaglia, 2016, Revenue models, in-app purchase, and the app performance: Evidence from

Apple’s App Store and Google Play

Christoffer Rosen · Emad Shihab, 2016, What are mobile developers asking about? A large scale study using stack

overflow

Chin-Lung Hsu , Judy Chuan-Chuan Lin , 2016, Effect of perceived value and social influences on mobile app stickiness

and in-app purchase intention

Long-Sheng Chen, Meng-Ru Lin, 2015, Key Factors of In-App Purchase for Game Applications

Ming Cheung1, James She1, Ringo Lam, 2014, Analyzing the User Inactiveness in a Mobile Social Game

Books :

Roy Sandberg ,Mark Rollins, The Business of Android Apps Development (Making and Marketing Apps that Succeed on

Google Play, Amazon Appstore and More)

Taylor Pierce ,Dave Wooldridge, The Business of iOS App Development (For iPhone, iPad and iPod touch)

Magazines :

Peyvast Monthly Magazine, Iran, 2015

Any Question ?!Ask Now or confirm me by @BHamidpour

Thank you and Go on

playing Games :)