Latest

Mobile games and the trend of in-app purchases

Mobile Games and in-app purchasesIn-app purchases are becoming a prominent trend in mobile games

In-app purchases have become very common in the world of applications, especially where mobile games are involved. Many mobile games are using in-app purchases in order to generate revenue. These games offer virtual currencies and in-game items that make  the gaming experience either more fun or less of a challenge. Many consumers have shown willingness to make in-app purchases because it allows them to skirt the otherwise unappealing aspects of certain mobile games. The value of these in-app purchases has been a debated issue, especially as some consumers begin to consider the practice somewhat dubious.

Developers leverage in-app purchase to generate revenue

Mobile games developers are in a somewhat precarious position when it comes to selling their products to mobile consumers. It is considered a nearly impossible feat to sell these consumers mobile games that cost more than $5, as mobile games typically offer significantly less content than those designed for consoles, which tend to be sold for $50 or more. The appeal of mobile games is that they offer entertainment at a very low price, with many of these games being completely free. Developers, however, have to generate a profit in order to stay in business. Apart from advertising, in-app purchases are considered the best way to produce revenue.

Mobile games may be more expensive than they appear

In-app purchases allow developers the opportunity to generate more money as they are not considered a one-time affair. With conventional games, such as those for consoles, the consumer pays for the game itself but may never make another purchase in the future. In-app purchases can encourage consumers to continuously pay for features they find engaging, and purchases can be made with little more than a few taps of the finger. While this may be a good way for developers to generate revenue, in-app purchases in mobile games have been causing some problems for consumers in recent months.

In-app purchases lead to young consumers spending money

Mobile games are enjoyed by consumers of all ages, but the primary demographic for most of these games falls in the 12-17 age range. Children that play mobile games are not typically concerned with spending money while they are enthralled in their gaming experience. As such, they are more likely to conduct in-app purchases without permission, just so they can access certain features of a game more quickly. In 2011, Garen Meguerian’s 9-year-old daughter spent more than $200 playing a simple mobile game, which lead Meguerian to file a lawsuit against Apple claiming that the company had made it too easy to conduct in-app purchases.

M-commerce is experiencing more widespread acceptance

m-commerce acceptanceThe results of newly released research have pointed to greater adoption of shopping over smartphones and tablets.

Stibo Systems has just released the results of its 2013 Consumer Retail Survey, which indicated that the number of consumers who have used a smartphone, tablet, or other mobile device in order to purchase a product through m-commerce has increased by 19 percent over the last year.

This was said to have reflected a considerably rising acceptance of shopping over this channel.

Among the respondents who took part in the survey, 59 percent said that they had bought something using m-commerce. Three out of every four participants said that it was “very important” to be able to learn more about a product through online information. This was an increase of 8 percent from having been 67 percent in 2012. According to the report about the survey, this indicated that consumers are becoming more savvy shoppers.

The report stated that consumers are becoming more selective and sophisticated through m-commerce.

They are using the devices to inform themselves about their purchases before they make their decisions and m-commerce is beginning to play a growing role in that behavior.

According to the Stibo Systems U.K. managing director, Mark Thorpe, “Although every year is hailed as the ‘year of the mobile’, there is sufficient evidence in these results to demonstrate that mobile is now a legitimate channel for retailers, particularly with the recent rapid adoption of tablet devices.”

Thorpe went on to say that if retailers want to take full advantage of the benefits of m-commerce, then they will need to start paying attention to it not only to make sure that consumers are enjoying the experience that is being provided, but also to be able to meet their expectations. The report indicated that this would help these companies to avoid disappointing their customers, which could be a rapid road to losing potential customers and many sales over the long term.

The survey’s results not only indicated that m-commerce is being more widely accepted, but also that it is becoming increasingly important to the decision that a consumer will have as to whether or not he or she will actually make a purchase, and where.