2007 August 2007 may
Solving the problem of 99% in casual games
Solving this problem (only 1% of the fans of the games "casual" game and end up buying the other 99% is dedicated to download trial versions without taking the step of acquiring it) is the key to future industry. Under the current system of downloading games online, the conversion rate is low, and raise is the big challenge. Maybe do need a new twist on the business model for games "casual" begin to be really profitable.
Leo GameDaily an excellent interview with Erik Goossens, co-founder with Rutger Peters from Zylom that delves into this and other problems of online games and "casual". Goosens, Vice President, RealNetworks games right now (Zylom RealNetworks bought not long ago) said that the solution is to in-game advertising in games "casual" and microtransactions (the style of World of Warcraft and other games massive online you can buy weapons and items).
Real Networks uses the time when I play stops, between levels, to insert advertising in-game (in game) and thus encourage the download of the game and insert your purchase or traditional advertising.
What is clear is that people on the Internet wants to play online and always free. Respecting this, many do not mind advertising and even some people get it, because behind every game there are a developer, publisher, machines, maintenance, marketing and then a website that promotes it and all this is worth much money .








