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06 Oct 09

Follow the Money: 3 social gaming tips for monetizing younger users | Andrew Chen (@andrew_chen)

Forget usual GenY theory crap - 14 -29 yr olds make up 91.5% total rev virtual goods in Social Gaming

andrewchenblog.com/...s-for-monetizing-younger-users - Preview

games development stats GenY

  • The massive transaction volumes associated with teens and 20-somethings aligns directly with this group’s share of total revenue across a sample of nearly 2 million virtual goods users. How massive? Over 93%. That is, users in their teens and twenties bring in over 93% of all revenue seen across all games, for all developers in the sample. Even though ARPPUs are consistently modest, transaction volume – and with it, total revenues – are jaw-dropping.


    Younger users are cheap, plentiful, and worth your attention.

    • Get Them Young: 3 tips to monetize younger users


      1. Think volume. Look for the users who are transacting the most, and then make sure you understand exactly who they are (and how they might be changing). For example, today your revenue may be driven by a massive group of teenagers, but what will happen when those teens become 20-somethings? In this series, we explored this question by age, but you’ll also want to think about geography, language, and gender. ‘Think volume’ means:


      • Mind your game. If your product is subpar, you shouldn’t expect amazing volumes or revenues, no matter how much you…
      • Focus on growing traffic through virality. How can you make your game even more social, more addictive, and more spreadable?
      • Get users to complete. Users are 3 times as likely to make additonal payments if they’ve completed at least one offer.
17 Sep 09

Did You Know 4.0

Video über die Veränderungen der Medienlandschaft durch Social Media. Viele spannende Zahlen und Fakten zur Konvergenz der Medien.

www.youtube.com/watch_popup - Preview

stats mobile convergence social media future

Statistiken und Screenshots

Marktübersicht und Reichweite Soziale Netzwerke, Wachstum Twitter, Case Study: Dell Hell, Facebook Page

picasaweb.google.com/...Sonstiges - Preview

stats

Facebook übernimmt Führung auf dem deutschen Markt der sozialen Netzwerke

Facebook ist mit über 300 Millionen Mitgliedern (Stand: 09/09) das führende soziale Netzwerk in allen großen westlichen Ländern. Auch in Deutschland jetzt Marktführer seit August 2009:
Nach Messungen des Marktforschungsunternehmens Nielsen ist die Reichweite (Unique Audience) des Weltmarktführers in Deutschland zwischen März und Juli um mehr als 50 Prozent auf 6,2 Millionen Menschen gestiegen. Damit hat Facebook nicht nur alle drei VZ-Netzwerke (StudiVZ, SchülerVZ und MeinVZ) sowie MySpace hinter sich gelassen, sondern auch den bisherigen Spitzenreiter Wer-kennt-wen im Juli erstmals knapp überholt.

faz-community.faz.net/...g-auf-dem-deutschen-markt.aspx - Preview

facebook socialnetworks stats deutschland

  • Für Facebook spricht auch der erste Platz in der Rangliste
    der durchschnittlichen Verweildauer auf der Seite, die zwei Stunden und 24
    Minuten beträgt.
  • Der amerikanische Kurznachrichtendienst Twitter, der in
    Deutschland ohne Konkurrenz ist, hat seine Reichweite seit März in Deutschland
    auf 1,99 Millionen Menschen etwa verdoppelt.
  • 2 more annotations...
13 Jul 09

Twitter Venn - Schnittmengen von Twitterbegriffen

Das Tool erstelt ein Diagramm, das die Schnittmengen zwischen Wörtern zeigt, die getwittert werden

www.neoformix.com/...view.php - Preview

twitter stats search

27 Jun 09

Thirty-two Trends Affecting Distance Education: An Informed Foundation for Strategic Plannning

Recent issues in this journal and other prominent distance-learning journals have established the need for administrators to be informed and prepared with strategic plans equal to foreseeable challenges. This article provides decision makers with 32 trends that affect distance learning and thus enable them to plan accordingly. The trends are organized into categories as they pertain to students and enrollment, faculty members, academics, technology, the economy, and distance learning. All the trends were identified during an extensive review of current literature in the field

www.westga.edu/...howell63.html - Preview

elearning stats research trends education

29 Jan 09

IGN: PlayStation Network by the Numbers

PlayStation Network registered users worldwide: 17 million+
Number of community-created LittleBigPlanet levels: Nearly 300,000
Times those LBP levels have been played: 68 million
Number of movies on the Video Store: 1,200
Number of TV shows on the Video Store: 3,000
Purchase or Rental?: More than 70 percent of video transactions are purchases
Number of PlayStation Home users: 3.4 million+
Number of downloads made in Home: 900,000+
Number of downloadble games for North America: 153
Number of those games release during the last quarter of 2008: 75
Number of games with DLC in North America: 70

uk.ps3.ign.com/...944102p1.html - Preview

stats marketresearch ps3

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