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A market where want outsells need by a landslide.

James Thornton

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Last time I checked, out of the top grossing 150 apps in the iOS app store, 120 were games! Some simple indie games on there, too. Almost all were free to download, with in-app purchases - which generates revenue from just 3% of the players.

That intrigues me because I'm a 2d/3d digital artist who learns code quickly. (also, currently stuck selling physical products...using those damn slow human beings)

The challenge is market saturation (500 new games per day!). Although uniquely artistic games do get noticed, and tend to be paid with no in-app purchases. They're also usually sold on several platforms.

Just wanted to share my research in case it helps someone. Apps that solve personal or business pain points are barely on that list...which is weird. The only problem a game solves is boredom.

Going to test some validation and targeting. Photoshop some polished, fake screenshots, and see what people respond to. If anyone has experience, feel free to share or pm.
 
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jalini.alias

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Games tap our subconcious... the good ones on several levels... Its a psychological hook that some find so addictive its like a drug

Sent from my ASUS_T00J using Tapatalk
 

James Thornton

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There's a less obvious, but more important angle. For some: It's their hobby.

If you were to look at almost any activity, it's probably a serious hobby for 3% or less of people doing it.

Out of all the people who jog/run, probably 3% like to buy all sorts of gear for running.

Out of all the people who draw, probably 3% own every art tool under the sun (me! traditional and digital)

My dad's hobby is golf. He's bought so much crap!

So 3% of gamers are just really into it. On the PC side, these are the guys who spend tons of money building a custom rig. On the mobile side, these are the people with a big collection of apps who are willing to buy in-app purchases. Or those that found a digital version of their real world hobby (which is why a boring jigsaw puzzle game made the top 150)

So I don't think they're addicts. I think the challenge is to design a game intriguing enough for a hobbyist, which probably includes making it fun and addictive.
 
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