Pokémon GO might be the most talked about mobile game even right now, but reports suggest that its in-app purchases might have already peaked back in July 15. Data from Slice Intelligence report, Pokémon GO had 56 per cent more players playing than all the other mobile games combined. This number however has shrunk by 32 per cent since.
The game relies on players to purchase PokéCoins, the currency in the game, to buy the tools like Poké Balls, Lures, lucky eggs, etc. According to Slice, Pokémon GO is the most lucrative mobile game since launch, with PokéCoins accounting for 52 per cent of its entire revenue on July 15.
According to app analysis company Sensor Tower, Pokémon GO was downloaded more than 7.5 million times total through the Apple and Google Play stores in the US itself. At it peaks the game is said to be making $1.6 million per day just through the iOS in-app purchases.
Another popular app, Clash Royale, saw it’s buying popularity peak on the fourth day, after which it slowly declined. However Pokémon GOs popularity helped bring back customers for repeat purchases even in the following week of the launch – spending $20 on average each.
What is more interesting is the fact that 40 per cent of the in-game purchasers of Pokémon GO had not made a single game purchase in 2016 before this game. Initially three-quarters of the in-game spending came from men, but eventually women caught on to the capacity of a 60:40 share. Millennials accounted for over half the paying population during launch week, but now only account for 44 per cent of purchases. This gender and age breakdown of players engaged in the game indicates that the game was able to reach a mainstream status.
Pokémon Go’s creater, Niantic, has already announced sponsorship opportunities of Pokégyms near McDonald locations in Japan, making for a greater footfall for McDonald’s and more money for the app’s makers.