[casual_games] Club Penguin's Conversion Rate
Aaron Murray
aaron at tandemgames.com
Tue Feb 24 19:02:29 EST 2009
I suppose I can toss in our figures here as well...why not...though they
aren't for a casual download. We have a text-based MMORPG (Domain of Heroes)
for people to play while they are at work.
The conversion rate this month is about 4.8%
Average 3 month spend per paying player is about $31.13 (it has only been
live since the end of Oct, so we don't have a full year's figures)
The business model is F2P with microtrans.
--
Aaron Murray
Technical Director, Founder
Tandem Games
www.TandemGames.com
www.DomainOfHeroes.com
"Fun for All. All for Fun."
On Tue, Feb 24, 2009 at 5:55 PM, Erin Hoffman <erin.n.hoffman at gmail.com>wrote:
> Hi all,
>
> I don't think Club Penguin is traditionally identified as a "casual
> game", but I know there are a few marketers on the list who might have
> access or thoughts on these statistics.
>
> The customary conversion rate for casual games is 1% -- 1 in 100 free
> downloads will convert to a purchase. This tends to also apply where
> casual games intersect the F2P MMO market. Club Penguin, however,
> converts at a rate of 5.8% -- they maintain around 700,000 paying
> users out of 12 million account holders, and these subscribers also
> "over-spend" on Club Penguin goods, averaging between $50-70 per year
> on Club Penguin purchases.
>
> Is there any research or existing thought on why Club Penguin converts
> at such a large rate? I realize it's so far considered an aberration
> (a 'hit'), but what all could be contributing to its unnaturally large
> conversion rate? Is it strictly a matter of demographics?
>
> Thanks very much,
> Erin
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