[casual_games] Iphone Questions

Aaron Murray aaron at tandemgames.com
Sat Dec 20 09:35:53 EST 2008


Great info! Thanks.-Aaron

On Fri, Dec 19, 2008 at 10:03 PM, Chris Dillman <chrisd at plaidworld.com>wrote:


> Chris,

>

> Thanks so much for the great sales info. Very helpful to be able to

> see real sales stats when we're trying to work out pricing point for

> our app.

>

>

>

> More sales data...

>

> http://blog.fieryferret.com/

>

> http://www.taptaptap.com/blog/donkeys-and-pickaxes/

>

> http://www.veiledgames.com/blog/

>

>

>

> Other:

>

> http://www.medialets.com/blog/2008/07/15/app-store-pricing-by-catego

> ry-score-card/

>

>

> http://www.losingfight.com/blog/2008/11/07/can-you-make-a-living-off-

> an-iphone-app/

>

>

>

> One thing with the reviews throughout the iTunes and iPhone - they

> seem to be country-specific, which is very annoying for those of us in

> smaller countries.

>

>

>

> I have a lot of private sales data from many developers on hand here.

>

> And basically we don't see reviews having much effect on sales good or bad

> vs just general

> awareness that a product exists at all.

>

> The opinion on if demos or light versions help much is also up in the air.

>

> I have conflicting data.

>

>

> I love to write user-reviews of products, but if

> they're only seen by other Australians it doesn't really seem worth

>

> bothering.

>

>

> Im going to re-post this summery that I agree with from my blog.

>

>

> //////

> Little White Bear Studios

> ( http://www.littlewhitebearstudios.com )

> SaysŠ

> Okay, in the interest of providing some real data for this discussion,

> here's what I know from being on the App Store for 3.5 months:

> 1. Lite versions work, but only if you have a decent app in the first

> place. More eyeballs, no matter what. But it only translates into sales if

> they like it. Every single time I've updated my Lite version, I see 100-200

> more paid downloads per day, for the duration the Lite version is visible.

> 2. There are more paid downloads happening now than three months ago. The

> number of downloads you get at #30 today is approximately the same as what

> you got at #15 back then.

> 3. No surprise to anyone, lower prices mean more sales. But only if you

> are visible in the first place.

> 4. You can make a good chunk of change if you stay in the top 100 games

> list, no matter what your price is.

> 5. You will make a lot more if you are in the top 100 apps list.

> 6. You make considerably more if you are in the top 50 apps list.

> 7. Weekend sales are a lot bigger than weekday sales, by about 30-40%, if

> you're in a list.

> 8. This month, the #50 app sells around 400-500 copies per day, in the

> U.S.

> 9. Eyeballs are directly related to sales, and are worth more than any

> sort of advertising, reviews, etc.

> 10. Being featured is like being handed a sack of gold. People will

> automatically love you, for about a week. After that, it's your job to

> spread the love.

> //////

>

>

>

> --

>

> Plaid World Studios http://www.plaidworld.com

>

>

>

>

>

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>



--
Aaron Murray
Technical Director, Founder
Tandem Games
www.TandemGames.com
www.DomainOfHeroes.com
"Fun for All. All for Fun."
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