App Downloads Decline, Future of MOBAs & MMORPGs, Top Monetization Metrics

Posted by Greg Kathol

Apr 2, 2015 1:02:00 PM

Monthly App Downloads DeclineNinja Metrics Katana Guy

Fiksu just released its latest monthly report on App Store downloads for the top 200 free iOS apps, revealing that the number of daily App Store downloads dropped by nearly one million from January to February, for a total of 9.7 million daily downloads.

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Topics: Game Industry, Video Game Marketing, Mobile Game Analytics

Nintendo on Smartphones, Stronger Google Play Ratings and Marketing for Indies

Posted by Greg Kathol

Mar 19, 2015 11:32:38 AM

Nintendo Coming to MobileNinja_Round-up

Amidst recent rumors and speculation, Nintendo has finally announced that it’s coming to smartphones. Nintendo and DeNA Co., a fellow Japanese game company, will be working together to bring some of video gaming’s most iconic characters to consumers’ mobile devices starting this Fall.

As part of the deal, Nintendo now owns 10% of DeNA, while DeNA owns 1.24% of Nintendo. The announcement has been a huge surprise, because in recent years Nintendo has campaigned heavily against mobile gaming and refused to license its characters, fearing it would devalue the importance of the company.

Since the mobile gaming market is expected to surpass console sales by $4B later this year, it seems like a logical and smart move for Nintendo. Also part of the announcement was Nintendo’s next console, codenamed NX. Nintendo is keeping details about the NX under tight surveillance, but we should hear more about it in the coming months.

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Topics: Game Industry, Video Game Marketing, Mobile Game Industry

The Global Social Value Benchmark Report 2015

Posted by Greg Kathol

Mar 3, 2015 3:00:00 PM

The Global Social Value Benchmark Report 2015 

Social Value Global Report 2015

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Topics: Social Value, Game Industry, Video Game Marketing, True Ad Value

Predictive Player Retention, Lowering Game Dev Risks & Gamer Differences

Posted by Ninja Metrics | Blog

Nov 7, 2014 7:33:00 AM

Ninja Metrics Update on Game Dev NewsIncreasing Player Retention with Predictive Analytics

In just a little over two years, the value of mobile game players has skyrocketed - in 2012, 1 million users were worth just $1.3M, and now they’re worth nearly $3.4M.

Since the value of mobile gamers is on the rise, it’s important to keep them coming back for more. Why? The market is becoming increasingly flooded, and more competition means that you’re at a higher risk of losing loyal players. It’s also more difficult and costly than ever to acquire new players.

One way to increase customer retention is by providing a solid customer relationship management (CRM) foundation - which includes customer support and overall community management. Couple that with a predictive analytics platform, and you’ll be able to analyze how it affects your bottom line, over time.

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Topics: Game Analytics, Game Development, Video Game Marketing, Mobile Game Analytics

App User Acquisition Stats, Male vs Female Gamers and Starting an Indie Studio

Posted by Ninja Metrics | Blog

Oct 31, 2014 8:07:00 AM

Mobile-App User Acquisition Costs on the RiseGame Industry News Round-Up

A new study by mobile marketing firm Fiksu revealed some unfortunate news this week for mobile developerswho plan on making money. According to the report, the cost of acquiring a mobile-app user has risen 34% since last year - peaking just last month in September, at roughly $2.25 per loyal user.

Fortunately, there’s some good news to all of this - enthusiasm for devices has also increased, giving developers more opportunity to acquire users and take advantage of the latest technology. Fiksu’s data revealed that during the first 30 day launch-period for each device, the iPhone 6 outsold the iPhone 5 by 116%.

Mobile app adoption rates have also increased, at 5.5 million daily App Store downloads versus only 5.3 million a month before. You can take a look at more of Fiksu’s report here on VentureBeat.

Poll: Male vs Female Gamers

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Topics: Game Analytics, Game Industry, Video Game Marketing, Mobile Game Industry

Writing Slideshows, Rise of Mobile Gaming and Cross Game Promotions

Posted by Ninja Metrics | Blog

Oct 23, 2014 12:31:00 PM

Ninja Metrics Game Industry NewsWriting Slideshows

Slideshows are a necessary component to presenting your video game, whether it be at a developer’s conference, marketing briefing or pitching investors during a meeting. They’re an effective and concise way to get your message across visually, while also supplementing your speech.

If you’re an independent game developer who focuses mostly on the programming aspect or is completely new to the industry, writing a slideshow can be a daunting task as you determine what information to include.

Matt Southern, a former gameroducer and slideshow veteran at Evolution Studios recently put together a great guide for both newcomers and old-timers in the industry to help you create an effective slideshow. He covers everything from software basics to overall design/content, to presenting your actual slideshow.

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Topics: Game News, Video Game Marketing, Mobile Game Industry

Mobile Spending, Google Play Growth and Games Trailers

Posted by Ninja Metrics | Blog

Oct 16, 2014 3:37:00 PM

Ninja Metrics Covering the Game NewsMobile Spending

Earlier this week, a new study by mobile gaming firm Everyplay (owned by Unity) revealed some surprising statistics about mobile spending habits. The study, which surveyed over 3,000 people, found that 35-44 year-olds are the biggest spenders in mobile games - spending up to $6.07 per month. Contrastingly, the 18-24 year-old demographic was found to onlyspend up to $3.73 per month.

What about gender? According to the study, males spend an average of $5.63 per month on mobile games, $2 more than females do. Moving up to the highest-spending whales (which Everyplay defines as players who spend $50+ per month), the study found that while whales are less than 1% of your user population, they can make up 29% of your total revenue.

One of the biggest reasons why whales contribute so much to your bottom line is because of their social influence among peers – these types are called “Social Whales”. Social whales are the most influential players that cause other people to play because of their social connectedness, charisma and positive effect on others.

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Topics: Game Development, Game Industry, Video Game Marketing, Mobile Game Industry

Kickstarter Marketing, Free Game Dev Tools, and the Chinese Games Market

Posted by Ninja Metrics | Blog

Sep 25, 2014 9:58:42 AM

Ninja Metrics Covering Game NewsKickstarter Marketing

Kickstarter and other crowdfunding platforms were all the hype last year, but this year the suspicion has finally caught up with many of the successfully funded projects being shut down or abandoned.

Fortunately there is still hope in the platform, thanks to developers who have more than delivered what they promised. A great example of this is Wasteland 2, which raised over $4M on Kickstarter, is now out of beta, and recently made over $1.5M in commercial sales.

The first obstacle to overcome in any Kickstarter project is of course reaching the goal, which is largely reliant on marketing efforts and often hindered by the flooded market of other projects. That being said, having the right marketing approach can make or break your campaign - thankfully, Joe Chang of a recent Kickstarter project called Phantasmal has provided some insight about the topic on Develop Online. Take a look at what he has to say about Kickstarter marketing here.

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Topics: Game Industry, Mobile Games, Video Game Marketing

Ninja News Roundup: Top Games Spending Countries, Mobile Games Industry Growth and Open Source Game Development

Posted by Ninja Metrics | Blog

Aug 21, 2014 7:51:00 AM

Ninja Game News Round-upTop Video Games Spending Countries

Games market research firms GlobalCollect and Newzoo recently compiled a report of the top 20 countries sorted by average transaction value in video gaming, based on information collected from April-June 2014.

The number one games spending country based on millions of monthly transactions was the Netherlands, closely followed by Switzerland and Australia in 2nd and 3rd place respectively.  Surprisingly, the United States, which currently holds the title for the largest global games market, didn’t even make the list. The report further broke down video game transactions by payment method - with credit card transactions dominating the list, and eWallets starting to become a popular form of payment. Take a look at the full report

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Topics: Game News, Game Industry, Video Game Marketing, Mobile Game Industry, Mobile Game Analytics

Solo Players 65.3% More Likely To Quit vs Playing with Others

Posted by Dmitri Williams

Jun 3, 2014 12:17:00 PM

Increase Customer Retention With Social Engagement

While playing video games solo can be fun, playing within a network of other gamers increases customer retention through engagement. This is a key metric for developers, who are looking to further monetize their games.

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Topics: Game Analytics, Game Development, Video Game Marketing

Ninja Weekly Roundup: Gamification of Buying Games and Video Game Marketing

Posted by Ninja Metrics | Blog

May 22, 2014 2:30:51 PM

The Ninja Metrics News Weekly Round-upThe Gamification of Buying Games

If you’re a PC gamer, you’re most likely familiar with Steam sales, hunting and waiting for the best price on a video game can be addicting, and is almost a game in itself. As a result, we’ve seen many companies jump on the trend recently - providing their own sales platforms - such as daily/weekly deal website Humble Bundle (who donates a portion of sales to charity) and even deal comparison website IsThereAnyDeal.

GOG is another platform that’s aiming for video game sales gamification, but they’re doing something different by not attempting to beat the competition out with lower prices. Instead, they’re focused on “Insomnia Sales” - where only one game is on sale at any given time.

When asked more about the gamification of video games,

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Topics: Game News, Game Industry, Video Game Marketing

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