Playnomics has revealed the brutal truth of free-to-play: the difference between the number of paying and non-paying players in mobile games reaches more than 100 times orders of magnitude. 

Before moving on to the frightening numbers, a little remark. The company divided all games into arcade and non-arcade. By the first, analysts understand short-session casual projects. Under the second – “games designed for longer interaction – with levels and campaigns.”

Arcade players spend an average of 16.7 minutes per session, non-arcade players – 28.8 minutes. 

Analyzing the market, the company’s specialists monitored non-arcade users during the first quarter of this year. And, in fact, at the end of the study, we found out that out of 1.7 million tracked users, only 13.4 thousand (or 0.77%) pay. 

The total revenue for all games was $590,239, and 134 players who laid out $192,874 accounted for 33% of revenue. The minimum expenditure of these “whales” (about 1% of paying users) was $693, the maximum – $7,400. 

Actually, given these figures, it becomes clear that money in the mobile market is earned not even on a narrow, but on a very narrow audience.

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