Earn More With Free-to-Play

Steam Free-to-play advertisement
Steam recently implemented a slew of new free-to-play games.

Why your game needs to be free-to-play
You work your tail off to build a great game. You put in hundreds of hours. From storyboarding to coding to calls with the designer to guerrilla marketing to gameplay testing to bug fixing, you pour sweat and tears into your baby. And now you want your customers to PAY for it? What are you, crazy?

But why shouldn’t I, you say. Building a game is significantly harder than a one-off web app that engineers can churn out themselves in a weekend, and those engineers charge for them. Building a game takes all of the challenges of coding and throws art, writing, and marketing on top of it. Why am I being punished for building the tougher product? Continue reading

Why Zynga’s Profits Plummeted


Zynga's Profits Plummeted Gamasutra dropped a bombshell reporton Monday that Zynga, just ahead of their planned IPO, had reported a 95% drop in their year-over-year profits from $27.2 million to $1.3 million. The social gaming juggernaut continued to lose momentum in all major categories: its total revenues grew only 15% last quarter versus 24% in the previous quarter. Its virtual goods sales and ad revenues were down 4% from the prior quarter, and their total daily active user count across all games also dropped 4% from 62 million to 59 million. Has Zynga lost the interest of its users, or are market trends eroding Zynga’s core revenue streams? Continue reading

Asian app purchases surge as China becomes #2 iOS app market

If there was any doubt that the international market for smartphone apps will soon eclipse the United States, it has been blown away by the latest Distimo Report. The report shows huge growth in the Asian smartphone market, with China now claiming the title as the #2 market for iOS apps in the world. We have distilled the report down to 3 key points for your viewing pleasure below:
Key Point #1: Revenue in Asian markets lags because users there are not nearly as comfortable with in-app purchases or paid downloads

Betable HTML5 Hackathon Contest: Win a trip to Vegas and up to $10,000!

HTML5 Hackathon logo
Betable is proud to announce its sponsorship of the Hackathon at the HTML5 Developers Conference hosted by the Silicon Valley Independent Game Developers Association. The Hackathon is this weekend, and open to all developers interested in building apps on this budding platform. If you haven’t already, you can sign up here. Continue reading

Why Real-Money Play Will Revolutionize Game Monetization

Real-money play will change how games monetize

In the fast-growing social, free-to-play game markets, developers do not have many options when it comes to game monetization, and those that are available to them produce low average revenue per user (ARPU) and customer lifetime value (CLV). At Betable, we want to change that by giving social, mobile, and open-web game developers new ways to monetize their user base through engaging, real-money play. We offer a real-money platform that gives game developers the ability to add real-money play into your game. Subscribe to this blog to find out more about us and game monetization. Whether you get paid via virtual currency, ads, paid content, or lead generation, we will show you how you could easily bolster your existing sources of revenue with real-money play. Continue reading

Why Zynga Is Leaving Money On The Table

Zynga Could Do Better With Game Monetization

Why Zynga Is Leaving Money On The Table

Zynga’s revenue is expected to almost double from $597.5M to $942M in 2011, which according to Zynga’s S-1 filing is partly the basis of its $15-20 Billion valuation, but the truth is, Zynga isn’t making nearly as much money as it could.  In fact, I would go as far as to say that it’s chump change compared to the revenues it could generate with real-money gaming.

 

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