In Brief: Metrics on Mobile Games and Virtual Goods
Just how effective are virtual goods in mobile games? Earlier this month, itsmy.com, a mobile social network, reported new metrics from a survey it had taken to promote the new games of its parent company, Gofresh GmbH.
The company surveyed 1,500 European and North American mobile social gamers. The results?
- 48 percent of respondents had purchased virtual goods in the past.
- A smaller number of them (12 percent) spent money regularly.
- The majority of these users were female, many of whom admitted to playing several times a day.
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