[casual_games] "Typical" sales figures for a casual game?
Murat Aktihanoglu
murat at holoscape.com
Thu Feb 16 16:41:44 EST 2006
The new 'game developer' magazine also has an article:
"State of the Industry: Casual Games By Paul Hyman"
http://www.gdmag.com/homepage.htm
cheers,
Murat
http://holoscape.com/murat
----- Original Message -----
From: "dan chao" <dchao at mastermindgames.net>
To: "IGDA Casual Games SIG Mailing List" <casual_games at igda.org>
Sent: Thursday, February 16, 2006 1:39 PM
Subject: Re: [casual_games] "Typical" sales figures for a casual game?
> 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!
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