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Of course, the social games metric includes a large number of players who are paying nothing. I suspect it wouldn't be quite so low if you discounted those play
by objclxt 14y ago
Of course, the social games metric includes a large number of players who are paying nothing. I suspect it wouldn't be quite so low if you discounted those players, which would make it a more fair comparison (as gambling would in the majority of cases require you to actual put some money up).
- davidtyleryork 14y agoThat's a totally fair point. We think of customers on a revenue spectrum. In social games, that spectrum begins at zero and goes up. For real money games, that spectrum begins at the minimum bet allowed - usually one cent on penny slots. Instead of trying to explain away ARPU by dividing customers into paying and non-paying, we want to draw attention to the inherent monetization problem faced by social game developers. Real money gaming far outperforms virtual play no matter how you slice it. To directly address your question regarding paying users versus non-paying users, traditional social gaming ARPPU is around $30. The real-money multiplier would still be a massive 10x delta.