http://www.isr.uci.edu/~tdebeauv/files/ ... ention.pdf
I find the first 2 pages and the conclusion to be the most useful part. The other stuff are just various metrics that don't seem to tell you much. This is one of the few reports that actually have numbers that may be halfway real as opposed to just made up on the spot. It's interesting to know that the F2P game cited here only makes as much as 20K sub game equivalent on the monthly subscription model. I assume this is supposed to be a relatively successful one too, so it confirms my suspicion that F2P games aren't really that profitable but you can certainly survive on $250K/month of revenue. It's interesting to note that over 3 quarters of WoW players stopped playing for at least a month at some point, which to me says 3 quarters of WoW players can clearly be convinced to play something else instead of WoW.
Another interesting tibit is that playing with people you know in real life does not seem to affect your commitment to the game.
I find the first 2 pages and the conclusion to be the most useful part. The other stuff are just various metrics that don't seem to tell you much. This is one of the few reports that actually have numbers that may be halfway real as opposed to just made up on the spot. It's interesting to know that the F2P game cited here only makes as much as 20K sub game equivalent on the monthly subscription model. I assume this is supposed to be a relatively successful one too, so it confirms my suspicion that F2P games aren't really that profitable but you can certainly survive on $250K/month of revenue. It's interesting to note that over 3 quarters of WoW players stopped playing for at least a month at some point, which to me says 3 quarters of WoW players can clearly be convinced to play something else instead of WoW.
Another interesting tibit is that playing with people you know in real life does not seem to affect your commitment to the game.