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Conversion rate
By Nicholas Lovell on November 9, 2011
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Fortnite
The battle between Epic and Apple means some information on Fortnite is in the public domain. Here is a sort-of useful metric, showing that between January and July 2020, 24% of users who access Fortnite through iOS paid anything at all, and 15.8% of users only paid on non-iOS platforms.
Benchmarks
- DeltaDNA says that 50% of F2P games have a 1% conversion rate (September 2014, source: Nick Parker on Twitter)
- Everyplay says that 59% of mobile players have never spent any money on IAPs (October 2014, source: gi.biz)
- Superdata puts average conversion rate for US mobile games at 5%, compared to 2.9% for Chinese mobile games. (source: Superdata, May 2014)
- Playnomics cites much lower figures of 0.11% in Asia Pacific to 0.58% in North America. Their figure is “the percentage of all active players who spent at least once during the month” (source: Playnomics, January 2014)
- US has higher ARPPUs, Japan has higher conversion (10-15% on average across the GREE network) — Anil Darni, GREE
- SuperData reports that the average conversion rate across the social games industry increased to 2.5% in 2012, from 1.4% in 2011. (Source: GamesIndustry.biz)
- Trevor McCalmont from W3i says “In most games, 1-2% of users will pay for virtual currency. In healthy games, the conversion rate is closer to 3-6%. Few games can boast a 10% conversion rate or higher, and usually these are games that focus on a niche audience as opposed to mass market.”
- Candy Crush monetises around 8 percent of its total player base. (source: Pocketgamer)
iOS
- Rovio’s Match-3 game Nibblers was achieving a DAILY conversion rate of 2% shortly after launch — Wilhelm Taht, Rovio.
- “40% of shopping sessions happen on mobile, but you have a 75% drop-off before a purchase is made” — Aunkur Arya, Braintree, speaking at MobileBeat about e-commerce generally rather than just games.
- Tiny Tower: 3.8% (number of unique lifetime payers divided by the number of unique lifetime paid players over the first six weeks of the game. Source: Gamesbrief)
- Tiny Tower: 5% (source: Pocketgamer)
- ngMoco: 2.0% (2% of DAUs spend every day, sourced from a presentation/handout at GDC 2010)
- naturalmotion: 2.0% (“We’re tracking above that. I can’t give you the exact numbers but we’re tracking pretty high overall at the moment.” Source: Pocketgamer)
- Jetpack Joyride, Halfbrick: 5-10% (Source: gamasutra, 8/2/12. We think that this is lifetime, not monthly conversion.)
- GREE: 14% (Source: Wall Street Journal, via iesherpa, 6/15/12)
- DeNA: 13% (Source: Wall Street Journal, via iesherpa, 6/15/12)
- Temple Run, Imangi Studios: 1% (Source: Gamesbrief. We think that this is lifetime, not monthly conversion.)
- Ski Champion, Majaka: 0.1% lifetime conversion (Source: Majaka, 6/8/12)
- Hashi Puzzles, Frozax: 5-6% after first 3000 downloads, based on unit sales/downloads (Source: Frozax, 17/01/13)
- 4.46% of Pixel This players spend money. (source: Twitter, 8/10/2013)
Android
- Papaya engine: 20% (Source: Inside Mobile Apps)
- Hashi Puzzles, Frozax: 2-3% after first 3000 downloads ( based on unit sales/downloads, Source: Frozax, 17/01/13)
- Stardom, Glu Mobile: 3.9% (Source: Pocketgamer, 9/8/12)
- Deer Hunter, Glu Mobile: 3.4% (Source: Pocketgamer, 9/8/12)
- Junkies, Glu Mobile: 1% (Source: Pocketgamer, 9/8/12)
- Gun Bros, Glu Mobile: 1.2% (Source: Pocketgamer, 9/8/12)
- Frontline Commando, Glu Mobile: 1% (Source: Pocketgamer, 9/8/12)
- Contract Killer, Glu Mobile: 0.6% (Source: Pocketgamer, 9/8/12)
- CSI: 5% (claimed at MGEITF. Possibly flippant, and the Alex Farber’s comment ignores the importance of whales and true fans)
- Speaking at GDC 2012, Giordano Bruno Contestabile of Popcap said that for Bejeweled, conversion rates are more than twice as high for iOS as Facebook.
- Dennis Ryan of Popcap also said this at Login 2012.
- Kixeye: 7-10% (Lifetime. Source: Venturebeat)
- Zynga: 1.2% (Perhaps individual games rather than whole network. Source: Wall Street Journal, via iesherpa, 6/15/12)
- Zynga: 4.4% (Derived from MUUs/MUPs. Source: investor.zynga.com)
Browser-based
- Battlefield Heroes, EA: 3.9%
- Hattrick, 14% (Source: paidcontent.org)
PC online
- Tribes Ascend: 10% conversion rate (source: Gamasutra, July 2013)
- Team Fortress: 20-30% (probably lifetime), according to Gabe Newell in a must-read Geekwire interview.
- ATB, Reloaded: 7%, but their target is 10% according to Bjorn Book-Larsson speaking at GDC 2012
- World of Tanks, Wargaming.net: 30% (probably lifetime) (source: Edge)
- AI War, Arcen Games: 15% lifetime conversion (source: Cliffski’s blog comments)
- Autoclub Revolution, Eutechnyx: 9% lifetime conversion (source: The A List, 6/28/12)