Tag: mobile game

Mobile game app from Britney Spears is now on its way

The entertainer is now the latest celebrity to attach her name to an application through Glu Mobile.

Britney Spears is now joining a number of other hot celebrities in working with Glu Mobile in order to add her name to a mobile game app that has the potential to be highly popular among device users.

Among the other big names that have released mobile games from the developer is Kim Kardashian West.

The TV star had released her mobile game app a few months ago and now the musician is joining that elite club. The chairperson at Glu Mobile, Niccolo de Masi, stated that “I am thrilled to add Grammy Award-winning legend Britney Spears to Glu’s growing list of partners, as we continue to expand our celebrity gaming platform.” De Masi also went on to say that the company predicts that the title will become very popular among the “nearly 90 million multi-generational social followers” of Britney Spears around the world.

This mobile game app announcement also follows the launches of applications from other big celeb names.

Britney Spears - Mobile Game AppKim Kardashian West, who released “Kim Kardashian” Hollywood” with a tremendous success that brought in $1.6 million within the first five days that it was released. Since then, Kendall and Kylie Jenner, and Katy Perry have also revealed that they have intentions to put out mobile apps and games that they hope will reflect the successes of the previous Glu Mobile releases.

This news also followed a much less positive announcement that the headlines have seen about Britney Spears. While she did just finish announcing the unveiling of a new single called “Pretty Girls” along with Iggy Azalea, what was much less pleasant was the injury that she sustained to her ankle while she was performing on a Las Vegas stage. The star has since expressed that she is “OK” but at the same time, she was required to take a break and postpone two scheduled performances due to that injury.

On Twitter, Britney Spears posted that it “Breaks my heart to share this news. After hurting my ankle last night my doctor has advised me not to perform this weekend #Heartbroken”. Certainly, announcing her upcoming mobile game app is much more welcome news to the performer.

Most mobile games revenues come from a tiny fraction of players

The results of a recent data analysis from Swrve showed that 60 percent of income is generated by 0.23 percent of users.

A new report has now been released by Swrve, a mobile marketing automation company, and it has revealed that a very large portion of the total revenues brought in by mobile games are actually generated from a tiny sliver of the total number of players.

This suggest that the majority of gamers are either cheap or they know that they can enjoy a game without paying.

What the Swrve report indicated was that 60 percent of the total in-app revenues from mobile games were being generated by a tiny 0.23 percent of all of the players. This clearly represents a very small number of the total players and it suggests that these paying players – known by the industry as “whales” – should be treated in the same way that high rollers are treated in Vegas. The report from Swrve was based on data that was collected based on 20 million players of smartphone and tablet based games that are free-to-play.

While this may make it seem that mobile games have a rather dim looking future, that is not necessarily true.

Mobile Games RevenueAt the same time that it seems that only a very tiny number of players are providing most of the revenue for these mobile apps, the average amount that is being spent on these video games has risen to $29.17 from having been $22 at the same time last year. So there may not be a large percentage of people paying to play, but those who are have an average spending amount that is 33 percent higher within the span of only one year.

Other key findings from this research include:

• Among customers who pay to pay on mobile apps, 44 percent made a single purchase, while 20 percent made 5 or more.
• The average paying player makes an average of 3.5 monthly purchases at an average of $8.27 per purchase.
• 21.9 percent of purchases are of mid-tier virtual items (priced between $10 and $20), and they made up 38.6 percent of the total revenue, which is a figure that had been 22 percent at the same time in 2014.
• The average amount of time spent playing mobile games before the first purchase is made is 15 hours, which has dropped from being just over 23 hours, last year.