Evidence receipt / observation
Published · transcript-backedBen Gilbert: observation
11 Apr 2023 Acquired Nintendo: The Console Wars
“The revenue per user per day, if you're really good in this thing, it's 20¢–40¢. That's the way to think about the monetization potential.”
Source trail
Everything needed to verify it.
- Speaker
- Ben Gilbert
- Attribution
- Verified speaker
- Claim type
- observation
- Recorded
- 11 Apr 2023
- Publisher
- Acquired
- Episode
- Nintendo: The Console Wars
Transcript context
…It's Tetris, it's Brain Age, it's Wii Tennis. Exactly. In the modern casual world, the most common type of monetization model is free to play. This is the thing that's really taken off on mobile. You see Candy Crush, that brainless thing that you could listen to a podcast while you're playing this type of game. The revenue per user per day, if you're really good in this thing, it's 20¢–40¢. That's the way to think about the monetization potential. If you're not good at it, it can be 1¢–5¢. There are mid-core games, which are games where you pick up where you left off. That's how I think about it. Not core games like World of Warcraft, but a version of that where they're taking these core game mechanics, and you're making them more approachable. They take some time to learn, but once you learn them, you really love the game. Zelda: Breath of the Wild is a really good example of this. When we are talking about ARPDAU (average revenue per daily active user), that metric we mentioned before, it's more like a dollar in terms of monetization potential. Smaller market than casual gaming, but a dollar per person. That's definitely a market worth going after, a dollar per person per day. Once you get into the core gaming segment, I mentioned the World of Warcraft, but this is really anything, where you're training yourself even to play it at all, and your grandma can't pick it up and start playing. League of Legends.…
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