choose best revenue model for mobile games in cafebazar
TRANSCRIPT
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
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
Sample : Tower of Saviors
3309Responses
89% male
51.25% 17-22years
75.4% pay at least once
44.86% 1-3hours
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