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Slice: Mobile gamers spend average of $87 on in-app purchases

Game Of War players spend, on average, $550 to achieve victory

Digital commerce analysts Slice Intelligence reports that mobile gamers spend an average of $87 on in-app purchases, putting them only $5 behind what PC and console players pay, on average, for gaming entertainment.

Slice Intelligence also noted that certain games drew big spenders.

"The mobile game with the largest average in-app spend is Game of War, where players spend, on average, $550 dollars to insure their army conquers the competition. What do Game of War gamers buy? Crates of gold, with the average item price hovering at $52 dollars."

The data also backed up the free-to-play trope of whales, with 10 per cent of mobile gamers who spend money making up 90 per cent of mobile gaming sales.

"Further listening to the statical sonar reveals that the top one percent, the 'white whales', of mobile gamers account for an astonishing 58 percent of the mobile gaming revenue from in-app purchases. This trend doesn't occur among traditional games, where roughly 28 percent of the audience accounts for 90 percent of game sales."

Latest comments (4)

Hugo Trepanier Game Designer, Behaviour Interactive2 years ago
What are those, yearly amounts? Monthly?

Also if $87 is $5 less than PC/console games, does that mean F2P games only or all forms included?
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Alfonso Sexto Lead Tester, Ubisoft Germany2 years ago
@Hugo: I'm going to guess that average monthly.
A lot better explained that in other sources, where I read things like "F2P player expend as much as PC and console players". I'm glad that GI didn't fall in the same misconception of forgetting that in the case of PC and Console players, when it comes to paying, the 100% of the user-base are paying users.

Also, worth pointing:
"Further listening to the statical sonar reveals that the top one percent, the 'white whales', of mobile gamers account for an astonishing 58 percent of the mobile gaming revenue from in-app purchases. This trend doesn't occur among traditional games, where roughly 28 percent of the audience accounts for 90 percent of game sales."
The fact that 58% of your income rest on the wallet of 1% of your paying userbase is IN NO WAY something good. It's quite the opposite, in fact.
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Guy2 years ago
The text is indeed very confusing. Reading the original piece I understand that the 87$ was the *total spend in 2015* of a paying F2P mobile player *across all of their games*:
http://intelligence.slice.com/hardly-pocket-change-mobile-gamers-spend-an-average-of-87-dollars-on-in-app-purchases/
But this number takes into account only the players who spend something on mobile gaming in the first place, without actually revealing what percentage that is of the total user base.
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Ed French CEO, Tangentix Ltd2 years ago
I think this article is reporting Slice's data on Average Revenue Per PAYING User in an unspecified time interval. Slice have described this in their press release as "
mobile gamers spend an average of $87 dollars on in-app purchases
". However, Average Revenue Per User and Average Revenue per PAYING user are very very different on games where often only 1-5% of users pay anything at all. If you publish a game that gets $100 of ARPPU but 1% pay then your ARPU is $1. I would suggest that the Slice headline is simply wrong, as I don't think their data says that "mobile gamers spend an average of $87" at all, it says that, of the small proportion that do spend, the average they spend in [a year?] is $87. Which is right?
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