4 ms·
> "... the report looked at over 40 free-to-play games through February 2016, analyzing the uses of more than 20 million players." If they're looking at 40 gam
by akjetma 11y ago
> "... the report looked at over 40 free-to-play games through February 2016, analyzing the uses of more than 20 million players."
If they're looking at 40 games with 20 million players during one month, they're looking at a specific class of mobile games, not mobile games at large.
Also,
> "A new report is highlighting that risk, showing that almost half of all the revenue generated in mobile gaming comes from just 0.19 percent of users. That means the other 99.81 percent of users aren’t worth anything money-wise to the creators."
Uh, aren't they worth 'half'?
edit: anecdotally, I've probably spent about $100 in the past year on random puzzle games that probably don't end up on the top of lists. Not sure how weird/errant I am though.