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iPhone Free-to-Play Model Generating 'Geiser of Money,' says Flurry

Posted July 15, 2010 by VentureBeat

Purchase of virtual goods are starting to take off on the iPhone and game startups are starting to prosper from the added revenue,  according to data from mobile analytics firm Flurry. For game developers, that means that the iPhone is finally living up to its potential as a revenue generator for third-party app creators.

Apple turned on the in-app purchase feature for the iPhone last fall. That enabled game developers to embrace the same “free to play” business model that has made companies such as Zynga so successful on Facebook. In that model, companies offer their games for free, but they charge real money for virtual goods such as better weapons or online multiplayer play. The in-app purchase feature allows gamers to purchase their goods without leaving their games at all.

The results are surprisingly good. In January, Flurry said that the games that it tracked generated revenue of $9 per user per year, on average. In June, that number had risen to $14.66 per user per year. Previously, these games were generating around 99 cents to $1.99 per user per year. 

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