Playnomics: Only 15% of Users Play Social Games More Than Once
If you wondered why Zynga shares plummeting at breakneck speed, all you have to do is look at the Playnomics quarterly research report, the leader in predictive analytics for games. According to the company, only 15% of the players begin to play a social game more than once after one day.
Result shows that despite the impressive numbers that companies like Zynga reported, which is still developing the world’s leading social gaming and claimed 50 million active players of its new flagship title, Farmville 2, Playnomics report concluded that the company actually has only 500 thousand active players.
Playnomics report, which is based on results from 30 million players, found that Mondays and Tuesdays are preferred date to play social games for longer time, Saturday is the time to start a new game and most money is spent on free-to-play games during Friday and Saturday.
“We pull and analyze data from millions of players worldwide, across all the online social games in our PlayRM platform, to determine results with important, applicable implications for developers,” said Chethan Ramachandran, CEO of Playnomics. “When do players return to your game and how frequently? What are the triggers for player returns? Which are most likely to share your games with their friends? Why do they come back, and how often? These questions are crucial for user retention in today’s online marketplace, and our tools make it possible for developers to answer them, easily, succinctly, once and for all.”
Women have little patience
Women are more likely to abandon social games but it takes them a little longer to do so. More than 87% of all women players will abandon a game after 4.5 days on average, compared with 85% of men after four days. The number is even lower when looking at the rate the players that put money in social games and among active users over time, only 15% of them put money.
Oregon leads engagement ratio
The company also unveiled finding using its own engagement metric, which takes into account time spent playing, days played, session played and actions per minute. The firm found that Oregon were the most engaged among the US players while those in the Southeast are less engaged than average.
Middle East and North Africa are most engaged nations when it comes to global data overtaking Latin America for the distinction.
The low attachment rate may damage social game developers because of their business model. Most social games are free-to-play, with optional premium content. Facebook’s popular game FarmVille requires you to buy money to crop on certain plants. But a new player is unlikely to approach for this premium content. Players who pick of the game for a day and then quit will earn zero money for developer.
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