Report: Windows Phone gamers monetising at a higher rate
The Windows Phone Store (previously the Windows Phone Market) has been growing at a fairly steady rate since the platform launched back in 2022. The number of apps and games bachelor to consumers to download (both free and paid) is nonetheless increasing, and the platform has passed the 100,000 app milestone.
Since Windows Phone is a smaller ecosystem than both iOS and Android, is it worth investing in app and game development? According to data from EEDAR'southward 2022 Mobile Syndicated Reports, Windows Phone is really a valid option for developers when it comes to monetisation. According to the reports, Windows Phone users spend more funds in the Store than users on competing platforms.
10 percent of Windows Phone gamers are classified every bit "Whales" (those who spend more than $25 a month in the store), compared to only four pct on both iOS and Android. The study from EEDAR also notes that 28% of the full number of gamers on the mobile platform are "Dolphins" (people who spend betwixt $5-25 a month). iOS and Android are at 19 and 15 percent respectively. Windows Phone owners aren't afraid of parting with cash.
Overall Windows Phone has the smallest percentage of consumers who don't spend money on apps and games - at just 21 percent. Developers (and the big studios) have continuously passed on Windows Phone due to little marketshare and opportunities for ROI. With Microsoft pushing the platform in the correct management, coupled with Windows viii, developers may have to reconsider the platform if this report is accurate.
But while the percentages of paying consumers are fairly high for Windows Phone, the audition size is nonetheless relatively small-scale compared to both iOS and Android. This is an issue Microsoft (and partnered OEMs) are looking to solve through more aggressive marketing and system improvements rolled out in updates.
The report is wrapped up with an interesting question for developers: Ultimately it depends on the target audience. Does your game rely on a larger, casual fan base? Or would it monetize better in an surround with fewer competitors and consumers who are more willing to spend?
Source: GamingIndustry.bi
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Source: https://www.windowscentral.com/report-windows-phone-gamers-monetising-higher-rate
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