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Venture into Mobile Games = $1.5 billion yearly

Discussion in 'Making Money' started by funkybunker, Mar 21, 2014.

  1. funkybunker

    funkybunker Supreme Member

    May 14, 2013
    Likes Received:
    Silicon Valley
    That's right. A 130% boost in spending over the last year.

    Look at Flappy Bird (ugh I know) and the ridiculous ROI ($50k daily) even though the game pissed everyone off?
    That's not the only one - Candy Crush banked $1.5 billion last year with 78% of company revenue coming from ingame buys....not ads.

    Consumers eat this shit up!

    Holy fudge nuggets

    Music and Movie companies are moving toward Apps as well, but since we're on Blackhatworld let's face the fact MOST members don't have
    a budget for film & talent for music...but games are a very realistic achievement.

    Now Asia's kicking everyone's ass in this market but that's fine, this simply gives us insight to what sells. I'll throw some stats below

    Average age of mobile gamer is 28 years old
    90% of American mobile spending comes from free-to-play accounts, with $13/month per user on virtual goodies alone
    64% of mobile gamers play their favorites daily - 31% play them in bed

    Top Selling Games - Get Inspired, Don't Be a Thief
    Minecraft Pocket Edition
    Plants vs. Zombies (hehe, proud to have worked on it)
    Clash of Clans
    Farm Heroes Saga
    Brave Frontier

    Creative Games for Thought
    A Ghostly Journey
    Toss The Turtle

    There you have it, some insight to the world of mobile cash cows. It's early in the morning & I'm going to hit the hay (why do we always write this stuff in the a.m?)
    Some of the creative games aren't even mobile, just hit up Kongregate to see what people enjoy. Trading Card Games are everywhere right now.
    Need a developer? Send $5000 and we'll talk. :)