Every week we play lots of mobile games. Here are some of the ones that are getting most of our play time.
- Clash of Clans: It’s the #1 grossing app for a reason. This is crazy addictive village building fun.
- Hay Day: Farming game, tuned to perfection.
- Lili: The great graphics unique gameplay makes this fun, though losing a little steam.
- Pixel People: The splicing mechanism is genius, though it’s a little all-consuming while you’re playing.
Want to increase profits by 20-50%? That’s transformative for most businesses!
But, as noted in this great article from MIT’s Sloan and some McKinsey research, fewer than 15% of companies do any pricing research to take advantage of the opportunity.
Smart pricing is a skill that can deliver outsized returns. But it takes real skill & analysis to take advantage of the opportunity. Most businesses yield too much power to the sales forces or fall back on simply using cost as a guide.
The Sloan article provides a nice overview of three types of pricing strategies:
- Cost-based pricing,
- Competition-based pricing, or
- Customer value-based pricing
Of the three, Customer value-based pricing has been shown to yield much better results. But it’s infrequently used because the data is hard to come by, hard to organize and analyze, and hard to put into practice.
A shameless plug: this is where Think Gaming comes in. We make it easy to put a smart pricing strategy in place that leverages customer demand data for freemium games.
Lots of great info in the article that is worth reading….
International growth in both smart phones and mobile gaming is one of the most explosive areas. Gamasutra offers four predictions from the Chinese mobile game market that we think make a ton of sense:
- 400 million iOS and Android phones in China in 2013. A huge market.
- Android is expected to take a 70-80% share in phones
- iPad mini showing enormous growth potential because it’s relatively more affordable than iPhones
- China’s winner for 2013: casual games, particularly if they’re well-localized
It’s an interesting post that hits on a lot of themes we love, but we’re especially big believers in point #4. Making games more relevant to each user can be done through localization by someone like Yodo1, through dynamic messaging units from Think Gaming, or simply through good old-fashioned game design.
Irrespective of the path you take, the Chinese market is too big to be ignored.