9 class mobile games in Europe and the United States loyalty matrix(9类手机游戏在欧洲和美国忠诚矩阵).docVIP

9 class mobile games in Europe and the United States loyalty matrix(9类手机游戏在欧洲和美国忠诚矩阵).doc

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9 class mobile games in Europe and the United States loyalty matrix(9类手机游戏在欧洲和美国忠诚矩阵)

9 class mobile games in Europe and the United States loyalty matrix (Free papers Download Center News) mobile applications is already a huge industry. Largest mobile application category games .2012 Flurry mobile application revenue is expected to reach $ 10 billion, and the game is more than 80% of revenue. The free model has become the mainstream of the new era. applications use the time more than 40% of the users in the game. Most successful mobile new economy on behalf of the company from EA, Zynga to Mobage, Supercell, their profound understanding of player behavior differences. This understanding will help the company to carry out the acquisition, retention and revenue-generating assist users in the following report. Flurry studied first nine free game type, behavior analysis this analysis is based on Flurry more than 300 million users of iOS and Android games, Free Games For consistency, only statistical. The following chart is a “user loyalty coordinates, respectively, marked with the frequency of use of the 9 types of the game, game time, X abscissa represents a frequency of 90 days, the retention rate, Y axis is the weekly use. The first quadrant of the developers is “sweet range” type of game has high retention, higher level of activity. Carefully designed “dating” drives the high usage, the players have to maintain their own game progress based socializing game successful establishment of user activity, relying on friends among the play to loyal players from a revenue perspective, there is great potential to have a high active players to explore the possibility of advertising revenue. Second quadrant have the highest user activity, but the game’s life cycle is shorter so successful strategy game developers need fast income generation method through PVP competition between the players, encouraging rapid game, and pay. player gaming is such a high frequency caused by the game content consumed quickly, so the release of the game must constantl

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