[casual_games] "Typical" sales figures for a casual game?

dan chao dchao at mastermindgames.net
Thu Feb 16 13:39:24 EST 2006


here's a few good reads.  from what I understand, a good conversion rate 
of downloads to buyers is 2%.

http://www.nytimes.com/2005/06/27/technology/27casual.html?ex=1277524800&en=9fb9da1047557d35&ei=5090&partner=securitas&emc=rss
http://www.igda.org/casual/IGDA_CasualGames_Whitepaper_2005.pdf

dan
Greg Maletic wrote:

> Here's a really broad question that I know is hard to answer: what  
> are the "average" download and sell-through numbers for a typical,  
> run-of-the-mill casual game assuming it's distributed through major  
> online portals?
>
> I know, I know, it's a tough question. There are a thousand variables  
> involved. But there must be some ballpark numbers that people in the  
> industry toss around when discussing the market potential of a new  
> game. (If "average" is too challenging a term, here's another way of  
> looking at it: how many downloads/sell-throughs does a game need in  
> order to be considered a "hit?")
>
> Any help would be appreciated!
>
> Thanks.
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-- 
Dan Chao
415.860.7157
CEO - Mastermind Games



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