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<div class="bbWrapper"><blockquote data-attributes="member: 60375" data-quote="srodrigo" data-source="post: 756462"
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An article about what <a href="https://www.thefastlaneforum.com/community/members/47537/" class="username" data-xf-init="member-tooltip" data-user-id="47537" data-username="@Vaughn">@Vaughn</a> and <a href="https://www.thefastlaneforum.com/community/members/11153/" class="username" data-xf-init="member-tooltip" data-user-id="11153" data-username="@splok">@splok</a> explained about average mobile games data: <a href="https://medium.com/@sm_app_intel/a-bunch-of-average-app-revenue-data-and-why-you-should-ignore-it-2bea283d37fc" target="_blank" class="link link--external" rel="nofollow ugc noopener">A bunch of average app revenue data… and why you should ignore it</a>
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Here's the key takeaway from that article imo:<br />
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Books, Business, Education, Entertainment, Finance, Music, Photo & Video, Social & Communication and others all have a median app revenue of $0 from in-app purchases.
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And that was a couple of years ago, so it's likely gotten worse since then.<br />
It's also interesting (though not unexpected) how quickly the rev curve falls off. The #1 game makes 23x more than the #4 and 45x more than #10. I'm sure someone keeps a complete chart updated somewhere. Would be a nice dose of reality for anyone with an app idea to see how well their app would need to do to make it worthwhile. I' bet that most people's expectations are WAY off.</div>
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