The Android numbers don't seem that different compared to other lopsided iOS vs Android sales statistics.
The Android numbers don't seem that different compared to other lopsided iOS vs Android sales statistics.
I'd much rather buy OS X games through Steam than the MAS. I'm sure there are a lot of other people who feel the same way.
Interesting how 77% of Android purchases were made when the app went on sale, versus 14% for iOS. Other articles mention how Android users favor ad-supported free apps above the ad-free $0.99 model.
Personally, the last thing I want to see when playing a game is a disruptive banner ad flashing at the top of screen. Not just games - it's ugly and tacky in just about any app.
That being said, I wouldn't purchase a game on bought on iOS over a year ago just to play on my Mac.
However, the iOS version was released over two years ago (March 24, 2011 on iPad and April 27, 2011 on iPhone) while the Android version was released in November 2012.
I was wondering if these numbers are standard, or is availability the main issue here? Or something else that I haven't thought of?
However, they still made a significant amount of revenue from non-iOS sources. (It was about half and half.) Whether it's worth investing in an Android version probably depends on how just how much effort it would be. Here they got about 1/5 as much revenue from Android as they did iOS, but I'd bet it took less than 20% of their initial budget to do the port. (Especially given that they had already ported it to Windows, OSX, and Linux.)