Freemium Games are Here to Stay. Flurry published some interesting statistics they’ve gathered about mobile games regarding in-app payments in freemium titles.

The title of the article, “Freemium Mobile Gamers Spend Most Money on Items They Don’t Keep”, really makes it sound as though it’s pointless for users to be spending their money on “in-game money”. Admittedly, it sounds very strange. Even the highly insightful Ben Brooks of The Brooks Review commented:

This is astonishing to me and being that I am not in the group that plays these types of games, I just can’t see the motivation to buy in-app currency to use — especially knowing that I will have to buy it again at some point.

I think that although much of what users are buying are “consumable”, much like a candy bar, what they get in return is something permanent within the game—unlike a candy bar. So whether it’s further progress, or an item they get to keep for the duration of their quest, or a new level, people for the most part seem to be happy to pay for virtual goods, and that’s great news for game developers.

The article also includes some great insight on what types of items seem to sell better than others, so it’s a highly recommended read for anyone who is planning on developing a freemium game anytime in the near future. Here’s an inspiring bit for that group:

With Flurry estimating that total U.S. iOS and Android game revenue will surpass $1 billion in 2011, game developers should understand what consumers spend the majority of their money on. As a business model, freemium games are here to stay.

And as an aside for the mobile devs out there, Corona SDK developers can easily leverage Flurry’s analytics service, as well as a wide range of ways to monetize their apps (including in-app purchases, offer-based virtual currency, banner ads, and more).

(via The Brooks Review)

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