[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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