February 28th, 2008 by Arjan Olsder Posted in Research & Stats | 2 Comments »
GetJar says 35% of the commercially available mobile games don’t work once consumers bought and downloaded them.
From the consumers questioned, only 15% said that a purchased mobile game always worked well, which would mean that a whole lot of consumers are loosing trust in the mobile games industry. GetJar says that insufficient testing is to blame to these problems.
The size of this survey as well as aditional information is unknown to us at the moment.
hmm, are those stats based on the way getjar provides games?
Even if there is a version for their phone available, users seem to just download the first files, on getjar this might mean they end up with a nokia40 version on their motorola device.
(check any getjar download page to see why this happens, the download links are not very user-friendly)
also the device-selection in the developers back-end is unlike most sites. You can’t just chose the exact models, it’s placed in groups and subgroups.. not the best/easiest way to do it.
LOL 🙂 and *Sigh* 😕 much of that has to do with ‘delivery’ of the end builds to the devices really.
We are very careful here to align correct builds on delivery platforms to the matching devices 99.9% of the time, wheras many delivery platforms and portals that take on this important part themseleves don’t always take care of this detail.. which you guessed… can mean unhappy customers.
Not so bad if the offering is free or ad-wrapped I guess, but if a paid download then it makes everybody in the delivery loop look a bit off really.
I think 35% in not really an acceptable amount to keep what little customers there are in reality returning.
Very important facet of mobile gaming development and delivery this and we personally spend quite a lot of time on it every week here making sure it’s as right as can be at least where we have access to build uploading and alignment directly.