Quote:
Originally Posted by jaguard
It's not low. 0.7% is quite high value overall. Some free games are downloaded more than million times, so that will result in at least 7000 sales. These are direct sales, but there are also sales that will be the result of these sales (increased overall position gives better exposure).
We've been running lite version for only a few days, I don't have any real numbers, but I would estimate the conversion is about the same, or slightly lower.
It was a lite version after all, which allowed iShoot to hit number 1 place in appstore. None have repeated this kind of strategy successfully, though.
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Yes, some freebies may be downloaded a million times or more. But how many enjoy that exposure? And is that over 1 month, or 3 months, or 6 months? Isn't it equally likely that if we pick a free lite game at random that it's seen maybe 10,000 downloads a month? That's only 70 extra sales a month...
iShoot definitely got really lucky with the combination of lite and full game! I mean, it helps to have a fun, quality title of course... but there's still an element of luck in getting enough recognition and momentum to reach that coveted top spot.
Is anyone willing to share not just the conversion ratio, but the actual number of lite versions downloaded for a period of time (day, week, or month)? If 0.5 to 1.0% conversion is the norm, then the number of lite downloads in a time period is the only value of real interest
If it sounds encouraging I might have to give it a shot