Thursday, August 25, 2011

postheadericon Not every mobile games developer is complaining about Android

Swing-green robot on a mobile game industry conference, and you 'll hit a dozen developers grumbling about Android. You 'll say, users don' t want to pay for games, and complain about the payment and game discovery features on Google 's Android Market store.

With 550,000 new Android-enabled devices each day, the platform 's potential is huge, but games revenues are paid significantly below expectations. However, this week has seen three games companies bucked the trend and talk about how well they 're out of here, their games on Google's smartphone.

First, there 's Godzilab, which makes the best Stardunk iBlast Moki and games. Both have been ported to Android Market, and a blog posting by the developer, Stardunk was more than a million copies in the first two months available for download on Android.

There are some good details in the mail, like the fact that production was Stardunk to 16.000 to 17.000 downloads a day when the mouse by 50 Place in the free apps on Android Market table, but that this rose to 50,000 per day if the Google app featured on the homepage, the promotion is until 16 in the table.

The real juice comes with Godzilab's comments on revenues, though. "For Stardunk which is a free app and thus monetize the usage and not the download, the average revenue per daily user is 3x lower compared to the iOS version," explains the company. "But this is compensated by being downloaded by more users on Android. As of today both versions have about the same revenue, and we covered our initial development cost really quickly."

The second company is praised Android perspective on the game field studios, a U.S. developer previously acquired in 2011 by Japanese mobile social games company dena. The studio says its Tap Fish game five million Android users, which has resulted in two million monthly active players, has been installed. More importantly, the average revenue per user (ARPU) apparently approaches the IOS version.

"Many developers complain that Android monetized only a small fraction of their games on IOS, but \ that's not what we see,", co-founder Riz Virk said in a statement. "To monetize our Android games almost at eye level with our iOS games, and when we focus on building cool new features such as live wallpaper, we expect dedication, commitment and revenues on the Android platform to climb on."

Live wallpaper? Tap Fish has a new feature that 's exclusive to Android: a live wallpaper that allows players to check their own virtual aquarium in your home screen, without actually start the game. The point is, that view is justified on the playing field to clear enough money from Android development of such exclusive features to the platform.

The third company to publicly take sides on Android's success is not a developer, but a social network games: papaya. The company says it has 25 million Android users who bought 11 million between them have in-app purchases of virtual items and currency.

The average pay User spends $ 22.60 per month, and the most popular games on the net papaya earn $ 20,000 per month on average. Papaya-enabled games such as treasure, and X-City Fever generate average monthly revenue per paying user (ARPPU) of around $ 10.

Godzilab and view of the playing field are not always in the details, how much money they make, it should be noted: they are saying and compare Android IOS without revenue, what are the revenue.

Nevertheless, there is a clear trend with games developers who are downloaded and played, and what their money from in-app-payments and / or advertising, can make money from Android 's growing scale, like millions of other devices enabled each week.

Stuart Dredge

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