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> Games like Candy Crush Saga and Game of War spend absurd amounts of money in acquisition. Yes, because they know on average every person that starts using th
by austenallred 11y ago
> Games like Candy Crush Saga and Game of War spend absurd amounts of money in acquisition.
Yes, because they know on average every person that starts using the app makes them $1.50. So they spend a lot of money acquiring users at $1 each. That's not a failure of unit economics.
- minimaxir 11y agoIf those numbers were the case, then that definitely would be correct. But cost to obtain the average user is $3, nearly double from what it was last year. http://venturebeat.com/2015/04/30/it-costs-more-than-3-to-acquire-a-mobile-user-now-fiksu-finds/ http://venturebeat.com/2015/04/30/it-costs-more-than-3-to-ac... I strongly doubt the average user spends $3, given that the current freemium environment is hedging by offering freemium perks for free periodically to get user retention. Which makes them less likely to actually spend money.
- austenallred 11y agoI know for a fact those aren't the numbers for Candy Crush. That's from an arbitrary index. You can hardly conclude the cost of install for a specific app from those numbers.
- malisper 11y agoCandy Crush brought in $1.5 Billion dollars in revenue in 2013[0]. In 2014 it had 93 million users[1]. That means Candy Crush brings in at least $16 / user / year. I'm guessing they don't really care what the cost per acquisition is when they are making that much per user. [0] http://bgr.com/2014/02/18/how-much-money-does-candy-crush-make/ http://bgr.com/2014/02/18/how-much-money-does-candy-crush-ma... [1] http://www.gamespot.com/articles/93-million-people-play-candy-crush-saga-daily-do-you/1100-6417819/ http://www.gamespot.com/articles/93-million-people-play-cand...
- minimaxir 11y agoHuh, I thought CCS revenue was an order of magnitude lower. My mistake. In that case, the numbers make more sense.