The normally tight-lipped Apple let one announcement slip ahead of its Tuesday media event.
Guest Post It’s too easy for kids to spend big bucks on games without their parents even knowing they do so — until the credit card bill arrives. This is why there should be spending caps in free-to-play games.
In 2011, 80 percent of apps were free. Today, 90 percent of apps are free, with monetization provided via good old we-gather-an-audience-and-sell-its-attention strategy that has worked since the dawn of modern media.
There are hundreds of ways to fail using the F2P business model, but these are some of the top offenders.
Guest Post We’d all like to believe that we’re past the stage where marketing matters. If your product is good enough, shouldn’t the blog reviews and viral attention take care of itself?
Guest Post Here’s what it takes to actually make money from your apps.
“So many people that have given up the concept of a photo collection,” he says. “Faces, places, and things are important ways to automatically categorize photos. And they keep getting smarter every day.”
Guest Post User data has fueled the growth of apps in the mobile economy.
Guest Post Free-to-play has revolutionized the monetization model in gaming by charging players based on their willingness to pay, instead of displaying one set price for all. Indeed, through a dynamic pricing scheme for in-app purchase items, free-to-play has enabled game publishers to monetize the whole of the price/demand curve.
Guest Post Mobile gaming apps have been quietly reinventing mobile advertising and out-monetizing even the large, well-established publishers. Here are a few things the mobile games companies have worked out along the way.
Editor’s Pick FreedomPop has built up quite a bit of hype over the past few months for its proposed freemium 4G service — starting today, we’ll finally get to see if it can live up to its many promises.
I’m confused by this headline, which first appeared on Bloomberg, made its way to Techmeme, and was re-reported by folks like GigaOm:
Spotify is your classic freemium service: users get ten hours of music a month, but have to upgrade to the paid version to go mobile or listen to more tunes without ads.
In-app purchases are predicted to dominate the mobile-app market in the next few years. Revenue from in-app purchases, worth $970M in 2011, is expected to rise to over $5 billion by 2015, and a study by Localytics highlights the importance of generating customer loyalty, in order for developers to gain a share in these riches.
PopCap is moving to unbundle two different mobile branches of its incredibly popular gem-matching game franchise Bejeweled, splitting the quick-to-play Bejeweled Blitz into a free download separate from the more freeform core game, which will remain pay-to-play.
In an attempt to further monetize its iOS gaming portfolio, Electronic Arts is releasing a freemium version of the popular real time strategy game Theme Park on iTunes.
Perfect World, one of the largest online game operators in China and east Asia, announced today that it will invest $100 million in a venture capital fund.
Guest Post (Editor’s note: Ivan Koon is CEO of YouSendIt. He submitted this story to VentureBeat.)
Customer relationship management (CRM) software provider Assistly is shaking up its business model to become affordable for smaller and mid-sized businesses.
Here’s our roundup of the week’s tech business news. First, the most popular stories published by VentureBeat in the last seven days:
World of Warcraft, one of the top-selling online games in the world, will be free to download and play for a good chunk of the game’s introductory content, game developer Blizzard Entertainment announced today.
[Update: Sony has responded to queries from VentureBeat]
[Update: The petition has now gathered more than 2,100 signatures]
Team Fortress 2, a colorful team-based online first-person shooter game, will be free to download and play and will generate revenue through in-game transactions, game developer Valve announced today.
Well this is awkward. GamersFirst, an operator of free-to-play online games, announced today that it has acquired the rights to the 2010 flop of the year, All Points Bulletin (APB), and will re-launch it on a freemium revenue model later next year.
The free-to-play model has all but taken over the online game industry. Next stop: everything else.
About a third of the top grossing apps in the Apple App Store are now making their money through the sale of virtual goods within the application after being free to download, according to research done by tech blog GigaOm.
Turbine’s online role-playing game Lord of the Rings Online has doubled its revenue since it moved from a subscription model to a free-to-play model earlier last month, said the game’s executive producer, Kate Paiz. Paiz made the comment at GDC Online 2010 today.
Significant changes may be in the works over at Hulu, a website for watching television shows online owned by media giants News Corp., NBC Universal and the Walt Disney Co., according to a Los Angeles Times blog post. The company may start offering Hulu users a subscription plan of $9.95 a month, dubbed Hulu Plus, as soon as May 24. But many videos will remain free — a key to Hulu’s early success.
Twitter’s we’ll-figure-it-out business model may end up as a paid offering for businesses.
The freemium business model, where you give away a service or app for free and charge a subscription fee to those who want premium features, has taken off everywhere. But Ben Chestnut, chief executive of the email marketing firm MailChimp, warns that the freemium model leads to a very unwanted side effect: a tripling of reported abuse cases.