On average, only 5 percent of users make micropayments on apps

Micropayments

In games like Clash Royale and many others that have great popularity, there are many companies that use the so-called "Whales" to obtain significant benefits. And it is that they are players that are able to spend thousands of euros to have all the legendary cards of a game and thus be able to gain an advantage in the games. The good thing about this game is that it also requires the expertise of the player, the only thing that is like David's fight against Goliath.

The reality we have is that acquiring that extra for a warrior in a game through a micropayment is not as used as we can create. AppsFlyer conducted a study in which it was observed $ 300 million spent over a thousand apps through 100 million unique users in the month of April. Of all of them, only 5 percent of global users made a purchase through a micropayment with an average of $ 9,60 per month.

The user base that purchases from iOS (7,2 percent of all users) is greater than that of Android (4,6 percent) and typically spend twice as much per transaction ($ 12,77 each on iOS versus $ 6,19 on Android) and two and a half times more on a monthly basis. Another fact is that iOS users tend to spend more on shopping apps, while Android users prefer productivity apps.

In Asia they set all records with an average of $ 10,65 per purchaseWhile Europeans use $ 5,61 and in South America up to $ 4,61. North America remains at $ 8,68, only 12 cents above the global average for micropayment purchases.

Some micropayments that we see in most video games that exist in the Play Store but are not as used as we might think, although yes it gives the developers to continue betting on this business model. On the other hand, we have stickers in chat apps like LINE, which show a great state of health.


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