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If you’re going to vary the price of Your game, Shout about it. Loudly.
In a fascinating interview on stage at the WTIA TechNW, Gabe Newell gave detailed insight into pricing experiments that Valve has run via its Steam digital distribution service.
- Posted 13 years ago
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Holding your breath and going Freemium – Future Games of London share some stats
For us at Future Games of London, having had great success with the Lite/Paid app model, ditching that and converting to Freemium was a BIG STEP. We’d built our business on a model that looks about to...
- Posted 13 years ago
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The game industry should learn from the music industry’s mistakes
This is an article I wrote in May 2008. It was published in MCV and as part of GAMESbrief Unplugged Volume 2. I’m reposting it now in response to recurring arguments on thechaosengine brought to our attention...
- Posted 13 years ago
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If it costs you $1 to acquire a customer, how can you make money charging $0.99 for a game
If your customer acquisition cost is $1, you can't make money charging $0.99 for your game. The key is to change your thinking. Think of your game as the top of your sales funnel, not the bottom.
- Posted 13 years ago