Swrve Finds 0.15% of Mobile Gamers Contribute 50% of All In-Game Revenue¶
Swrve. (2016). Swrve Finds 0.15% of Mobile Gamers Contribute 50% of All In-Game Revenue.
Cited by¶
1 citation across 1 artifact.
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Primes¶
- Outlier Leverage
- In product analytics, whale users generate the bulk of revenue, so mean revenue per user is dominated by the tail and A/B wins on means can entirely reflect tail shifts with no median effect.
This sourceDocuments extreme revenue concentration in free-to-play mobile games: roughly 0.15% of players generate ~50% of in-app-purchase revenue, so mean revenue per user is dominated by the 'whale' tail.
Supported in partVerified against the work's full text
The Swrve release shows extreme revenue concentration (0.15% of players yield 50% of in-app revenue); it does not discuss mean vs median or A/B testing.
“just 0.15%, account for 50% of monthly revenue from in-game purchases”
- In product analytics, whale users generate the bulk of revenue, so mean revenue per user is dominated by the tail and A/B wins on means can entirely reflect tail shifts with no median effect.
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Registry ID ref:c24969c493da · see in the full table