Post: Unplayed games are common.
04-17-2014, 11:44 AM #1
ResistTheSun
In Flames Much?
(adsbygoogle = window.adsbygoogle || []).push({}); Recently I saw a bit of news coming which was the ratio of games never played by Stream users but owned.
The percent found was 37%
A couple years back a couple news outlets had been doing a report into the finish rates. Rates around 10% to 45% was common and appear to be the normal rate.
What was also striking is that a couple of these studies found that the longer the game did not mean lower completion rates.
It would appear in order to keep gamers playing the game needs to interest us and keep our interest in it.
Shorter titles often had lower rates compared to longer games, hinting that depth is important after all.
Swrve released some data showing 1.5% of players spend money on mobile games with 10% of these players being 50% of the income for that game.

What strikes me as odd is knowing this why do 37% of gamers owned in Stream don't get played at all?
Curious about the ratio for Consoles.
Does this mean we often buy games on an impulse forget about them and never play that title.
Or
Like mobile gaming most of the profit comes from the top over spread around.

Only number I could find from other media was 20-percent of Spotify tracks have never been streamed.

So what do you guys think is going on why.
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04-17-2014, 11:59 AM #2
Originally posted by ResistTheSun View Post
Recently I saw a bit of news coming which was the ratio of games never played by Stream users but owned.
The percent found was 37%
A couple years back a couple news outlets had been doing a report into the finish rates. Rates around 10% to 45% was common and appear to be the normal rate.
What was also striking is that a couple of these studies found that the longer the game did not mean lower completion rates.
It would appear in order to keep gamers playing the game needs to interest us and keep our interest in it.
Shorter titles often had lower rates compared to longer games, hinting that depth is important after all.
Swrve released some data showing 1.5% of players spend money on mobile games with 10% of these players being 50% of the income for that game.

What strikes me as odd is knowing this why do 37% of gamers owned in Stream don't get played at all?
Curious about the ratio for Consoles.
Does this mean we often buy games on an impulse forget about them and never play that title.
Or
Like mobile gaming most of the profit comes from the top over spread around.

Only number I could find from other media was 20-percent of Spotify tracks have never been streamed.

So what do you guys think is going on why.


I have games on steam i haven't played or never played on steam but i always get one game i cant put down or i play a game and then i see a new game on the store and buy it and never go back to my old games
04-17-2014, 04:07 PM #3
Yeah, this will be just the case of leaving old games behind. An example is with my PS3 and XBOX 360. I have games I've actually never opened which have been given to me as gifts purely because I was so addicted to games like Grand Theft Auto IV or Call Of Duty Modern Warfare 2 at the time. :P
04-17-2014, 05:10 PM #4
Toke
PC Master Race
Originally posted by ResistTheSun View Post
Recently I saw a bit of news coming which was the ratio of games never played by Stream users but owned.
The percent found was 37%
A couple years back a couple news outlets had been doing a report into the finish rates. Rates around 10% to 45% was common and appear to be the normal rate.
What was also striking is that a couple of these studies found that the longer the game did not mean lower completion rates.
It would appear in order to keep gamers playing the game needs to interest us and keep our interest in it.
Shorter titles often had lower rates compared to longer games, hinting that depth is important after all.
Swrve released some data showing 1.5% of players spend money on mobile games with 10% of these players being 50% of the income for that game.

What strikes me as odd is knowing this why do 37% of gamers owned in Stream don't get played at all?
Curious about the ratio for Consoles.
Does this mean we often buy games on an impulse forget about them and never play that title.
Or
Like mobile gaming most of the profit comes from the top over spread around.

Only number I could find from other media was 20-percent of Spotify tracks have never been streamed.

So what do you guys think is going on why.


Steam sales and charity sales give us games we don't want and who wants to play some random game when there's skyrim,arma,gmod,starcraft etc
04-18-2014, 04:22 AM #5
I think since Steam has some outrageous sales you purchase things you might use in the future but never end up using.

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