[IGDA Mobile-SIG List] iPhone Game Market
Jeferson Valadares
jeferson.valadares at gmail.com
Tue Aug 12 09:43:02 EDT 2008
couple of thoughts -
i don't think the numbers are off by much, iphone users are more
likely to browse, etc than others so it feels quite natural that
they'll be more likely to consume entertainment than others. but for
sure there's the "new toy" effect in place right now - hopefully apple
will be able to sustain those levels of interest.
and as for grabbing the attention of consumers: with the number of
apps rising, eventually the app store will not be the best place to
get your game noticed. if you're a small developer i highly recommend
that you start building your user community around your company/game
and then just deep link to the store. for me this is one of the
biggest benefits of the store after all - the ability to market your
game in your own terms.
On Tue, Aug 12, 2008 at 1:22 PM, Diogo Neves <diogo.neves at gmail.com> wrote:
> I think that this is natural, it's the Apple hype talking. Probably we'll
> only get true values in one month.
>
> Diogo Neves
>
> mike_ch_1 at hotmail.com wrote:
>>
>> Isn't it quite strange that they did 30 million in sales and there are
>> roughly 7 million iphones. So that means that on average each and every
>> iphone owner spent just over 4 dollars. That seems absurdly high to me. Or
>> am I missing something here?
>>
>> Thx
>>
>> Michael
>> Sent from my BlackBerry(R) wireless handheld
>>
>> -----Original Message-----
>> From: "Ohad Barzilay" <civax at mobilegd.com>
>>
>> Date: Tue, 12 Aug 2008 09:56:09 To: 'Mobile Game Development SIG Mailing
>> List'<mobile_games at igda.org>
>> Subject: Re: [IGDA Mobile-SIG List] iPhone Game Market
>>
>>
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