[casual_games] surprising stats about casual gaming
Michael Mei
mmei at reflexive.net
Wed Jul 26 14:00:36 EDT 2006
100,000 units sold within the 1st year can be a measure of defined success
within the casual game space (in my opinion). And typically those games that
sell in that tier have above average conversion ratios more towards
1.5%-2.0%. Jewel Quest, Cake Mania, Diner Dash, Mystery Case Files series,
I presume have all hit that velocity. This figure does not include Retail
box sales.
I will qualify the units sold is highly dependent upon the game being in
full distribution through the content aggregators like TryMedia, Oberon,
Reflexive, WildTangent, Real (GameHouse/Zylom), iWin, BlueFish, Boonty,
Atrativa.... and the major portals like BigFishGames, Yahoo, MSN, AOL, Pogo,
Shockwave, and Real.
I would also like to offer that if you make a $1 profit on the game...that
could be a measure of success.
Michael Mei
Reflexive Entertainment
www.Reflexive.com
949-830-1903 x30
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-----Original Message-----
From: casual_games-bounces at igda.org
[mailto:casual_games-bounces at igda.org]On Behalf Of Chris Dillman
Sent: Wednesday, July 26, 2006 10:42 AM
To: IGDA Casual Games SIG Mailing List
Subject: Re: [casual_games] surprising stats about casual gaming
> > It is a light RPG - has sold well on several casual portals...
>> A bit less complex and more streamlined.
>
>Can someone that knows define "selling well"?
>
>10,000 units? 100,000 units? 500,000 units? Even a ballpark
>figure would be helpful.
>
What I usually see is a matter of conversion rate not just totals.
Like a game selling at 1-2% conversion rate for each person who downloads it
is selling well.
I guess saying that if you have a good CR you will get the sales in
time with exposure.
There good threads with real numbers buried on http://www.indiegamer.com/
--
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Plaid World Studios http://www.plaidworld.com
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