View Full Version : web hits conversion to purchase
jimflip
03-15-2007, 08:37 AM
I'm sure that this probably been covered (and I have probably read) else where...but anyhoo :)
Assuming a games portal/site had a traffic of say 100'000 visitors how many would you expect on average to make a purchase.
Yes lots of variables involved, so wild guesses, crazy math formulas and anything in between welcomed.
Thanks,
Jim.
Didier
03-15-2007, 09:24 AM
Well let's take on average:
100.000 unique visitors x 50% (average) = ~50.000 downloads
50.000 x 1% (average conversion for quality game) = 500 sales.
500 x $19.95 (average game price) = $9975
Please keep in mind that this amount isn't NET profits and also it really depends on the quality of those 100.000 visitors.
100.000 12year olds won't convert as good as 100.000 35 year olds ;)
So again these numbers are estimates.
Best of luck!
Didier
Targetting is the real problem. 10k visitors can bring much more sales than 100k if you're able to attract the right people.
jaguard
03-15-2007, 05:05 PM
I don't believe 100,000 visitors will ever generate 50,000 downloads for a single title.
Pogacha
03-15-2007, 05:35 PM
I don't believe 100,000 visitors will ever generate 50,000 downloads for a single title.
No one said that (single title).
Nexic
03-15-2007, 05:52 PM
Using my web stats this is pretty much how it goes down.
50% start a download
a further 50% complete the download
0.3% buy it.
Totally depends on where the traffic came from. Wouldn't be suprised if a certain game with the right traffic had 90% download requests, 90% completing the download and 10% converting into a sale.
The main lesson I've learnt from these passed 3 years is that these prerelease, pseudo earning estimations are ALWAYS wrong. Just don't even bother doing them.
Indiepath
03-16-2007, 02:13 AM
The main lesson I've learnt from these passed 3 years is that these prerelease, pseudo earning estimations are ALWAYS wrong. Just don't even bother doing them.
Plans and forecasts are just as important as the products you sell. Accurately forecasting your sales and building a sales plan can help you to avoid unforeseen cashflow problems and manage your production, staff and financing needs more effectively.
A sales forecast is an essential tool for managing a business of any size. It is a month-by-month forecast of the level of sales you expect to achieve. Most businesses draw up a sales forecast once a year.
Armed with this information you can rapidly identify problems and opportunities - and do something about them.
While it's always wise to expect the unexpected, a well-constructed sales plan, combined with accurate sales forecasting, can allow you to spend more time developing your business rather than responding to day-to-day developments in sales and marketing.
jimflip
03-16-2007, 02:30 AM
Interesting that only ~50% complete the download, I assume because it's taking too long.
I agree with creating some targets, if you don't have anything to aim for.....
Nexic
03-16-2007, 03:26 AM
Don't think 10mb is really all that long to download. Most of my users have broadband. Seems to be about 50% from a few other places other than my own site as well. I'd guess that's pretty universal.
A sales forecast is an essential tool for managing a business of any size. It is a month-by-month forecast of the level of sales you expect to achieve. Most businesses draw up a sales forecast once a year.
No problem doing this for a large site (or physical business) who has already has fairly consistent, trackable sales for the last year giving you some serious data to go on. For people just starting out a new game makes all the difference and is literally the only thing determining your sales. Thus 100% impossible to forecast with any kind of accuracy. All they do is a build a pipe dream.
Didier's example is how most people think, slapping in a 1% CR, 50% download rate etc. The fact is that these will vary wildly depending on the users and the game so should not be used to build any kind of serious estimation until you have solid stats on those particular users with that particular kind of game infront of them. Otherwise it just builds a pipe dream.
Spaiz
03-16-2007, 08:41 AM
100.000 12year olds won't convert as good as 100.000 35 year olds ;)
Let's talk about right traffic, how can we attract 35 year olds??? Where to find them?
Didier
03-16-2007, 08:51 AM
Let's talk about right traffic, how can we attract 35 year olds??? Where to find them?
Think about sites what 35 year olds could be interested in and advertise (or partner) with those... :)
Some examples: cooking sites, insurance, celebrity sites, dating, online beauty related shops, weight loss and dieting, etc.
If i'm not mistaken, google adwords has an option to target these kind of people too. Check it out...
fmsoftware
03-16-2007, 08:55 AM
I see Oberon Media run the Glamour magazine games site. I asume most of their visitors are female too. This sounds like a great place to sell a lot of casual games.
This poses the question,
should we start with a target market and create a game that appeals to them?
or create a game and then find an appropriate means to sell it (selecting a portal/choosing adwords)?
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