5 ms·
> followed by stickers, which make up another 20 percent of their sales That's a shitload (approx 20m USD) of stickers edit: a line
by daniel-levin 13y ago
> followed by stickers, which make up another 20 percent of their sales
That's a shitload (approx 20m USD) of stickers
edit: a line
- hkmurakami 13y agoThey have 49MM users in Japan alone, and Japanese users are famously loose with digital goods spending (their mobile gamers spend many times that of counterparts abroad).
- daniel-levin 13y agoDo you have any references to this?
- ivanca 13y agoThey are way ahead of any other Asian country. http://static.guim.co.uk/sys-images/Technology/Pix/pictures/2012/12/4/1354624661973/Screen_Shot_2012-12-04_at_09.56.51.png http://static.guim.co.uk/sys-images/Technology/Pix/pictures/... http://www.theguardian.com/technology/appsblog/2012/dec/04/ios-android-revenues-downloads-country http://www.theguardian.com/technology/appsblog/2012/dec/04/i...
- HowardMei 13y agoBut it's not recurring revenue. I can't imagine someone keep buying 10+ packs of stickers. Only stickers, no game credits? There's something I fail to understand here.
- idProQuo 13y agoYou simply lack the imagination ;) People buy the new sticker packs so that they'll have stickers nobody else has. Other people will start getting these new sticker packs, and thus the "trendsetters" need new sticker packs in order to maintain their uniqueness. LINE is happy to keep releasing new stickers to feed this cycle.
- atgm 13y agoSticker packs come out regularly and some are limited edition. People in Japan are very loyal to their favorite characters, too.
- deleted 13y ago[deleted]
- cbhl 13y agoAre these digital stickers? Like the ones you see on Facebook nowadays? Or IRL stickers?
- sanxiyn 13y agoDigital.