Thursday, August 7, 2014

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The site Re / Code published the results of a new poll organized and carried out by the company Swrve, designed to measure, in a more or less accurate (it is still a survey), the average time each player spends with a new game for smartphones and tablets.
To ensure that the results are considered reliable, Swrve probed more than 10 million players in November firstrow for a total of 90 days. The prevailing firstrow behavior emerged as a considerable player in the habit of moving, he wants that, except in rare exceptions, a game is abandoned nellarco 24 hours.
Sullassiduità firstrow Player firstrow Mobile, cerano then not many doubts, either because the nature of these software suggests firstrow an experience, to put it a bit brutal, on the one night stand. The intended response to the survey is addressed to app developers playful grappling with the challenge of creating the new Angry Birds (the new hit mobile gaming for instance). It is the CEO of Swrve, Hugh Reynolds, to give this address in the survey, with a metaphor that makes it a good idea:
In other words, if a mobile game must break through, it will only do so if playing firstrow it the first time, the impression is very positive. If you want to extend the metaphor of Reynolds, developers who create experiences instant play, should firstrow aim at the heart of the users and conquer them with loriginalità and quality aspects that will continue laffezione to the game and drive the hazard of a night stand.
Finally, the report also provides the percentage regarding microtransactions in a mobile game completed by players during the first week of use (during which materializes the majority of the total purchases). Only 2.2% of the total number firstrow of users making in-app purchases and 53% of its total purchases is concentrated in its first week. A peck 46% of the total purchases in the app are only a dozen games over the total.
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