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View Full Version : Download To Sales Ratio


dxgame
06-20-2006, 03:08 PM
Sorry if this has been dsicussed before, I just wanted to see what everyone's typical download to sales ratio is and what qualifies as great, good, bad, forget about it, etc.

When I was doing screensavers, we averaged around 1 sale for every 200 downloads. Some screensavers would do a little better, some a little worse. What's typical (good and bad) for PC games? Thanks.

DFG
06-20-2006, 03:30 PM
Great - 2%
Bad - .3%
Typical for the industry for all titles (my non-scientific guess) .8%

Really depends on traffic sources like how much foreign traffic, kids traffic, how long a title has been out, ease of ordering, trust, and many other factors.

mash
06-20-2006, 03:30 PM
<0.5% - "not so good"
~1% - good
>1.5% - very, very good

ggambett
06-20-2006, 05:10 PM
This is called "conversion rate", by the way. Search for that, we've talked about CR extensively.

Coyote
06-21-2006, 08:35 AM
Now here is a trick...

When your game gets mirrored across bazillions of file-sharing sites, how do you measure conversion rate?

James C. Smith
06-21-2006, 08:55 AM
You embed a unique ID in each file that is downloaded from the servers you control. This won't help you track the conversion ration on all the mirrored copies, but at least it allows you to ignore all the sales they generate and calculate an accurate CR on the sales generated by downloads from your servers. In other words, as soon as there are multiple sales from the same download ID you ignore all sales from that ID.

Of course this requires that you have a way to embed an ID in each download (something that has been discussed here before) and it requires a purchasing system that can pass that ID back with each order (for example, make it a query parameter of the order form URL).

soniCron
06-21-2006, 09:08 AM
Previous discussion about embedding unique ID's in downloads:

http://forums.indiegamer.com/showthread.php?t=3825

2dnoob
07-03-2006, 04:10 AM
uh..excuse my ignorance but....

Great - 2%

Does this come out to :

.5% = 1/2 sale for every 100 downloads
1% = 1 sale for every 100 downloads
2% = 2 sales for every 100 downloads

?

mash
07-03-2006, 04:14 AM
Yep!

Bye!
Mash

Coyote
07-03-2006, 02:38 PM
2% conversion means 2 sales per 100 downloads.

Note too that conversion rate may vary by audience. You may have a game that walks on water on one site with a 'preferred' audience, but sell terribly on some other portal. Like all other stats, it's a good indicator, but it isn't the be-all, end-all.

Artinum
07-04-2006, 09:42 AM
"Percent" is indeed "per cent" (literally "per hundred").

So two percent is two in every hundred.

KNau
07-06-2006, 01:47 PM
I wonder, how do those with browser-based demos calculate their conversion rates or do they even bother.

The tries-to-sales ratio must be overwhelming when you're talking about free trial Flash games.