
GamersSphere ran into an infographic on InfographicWorld.com called “When Free Isn’t Free: In-App Purchases” that had a lot of interesting information on how app developers make money off of freemium apps. Going back to 2012 and projecting into 2017, the statistics show revenues from in-app purchases. Other interesting information includes average number of apps downloaded per phone, customer satisfaction based on how much money they’ve spent on in-app purchases, and even tips on how to keep your spending under control should you download a freemium app, and more. Check out the image below for the fancy graphics and detailed statistics; and visit InfographicWorld.com for some cool and well-put together infographics and more.

New report from Skillsearch found that 22% of those surveyed had been laid off within the past 12 months.

It's a step forward for Stop Killing Games.

The Callisto Protocol director thinks the solution involves the right people, the right timing, and perhaps a little bit of AI
I don't agree with that. I WISH I could agree with that. But buying habits and customer opinions prove otherwise
We've seen developers in the AAA space try new things and ideas. More often than not, the customers aren't willing to give things a chance, or not enough people buy into the project for it to grow.
Creativity works better in the indie space because the budgets, pressures, and expectations aren't the same.
it's a nice idea and it worked during the PS2/PS3-era when AAA didn't cost hundreds of millions of dollars. smaller budgets and shorter development time left room for more creativity and more risk. a game didn't need to sell 4 million+ copies to break even. things are different now.
This is the guy who bragged about crunching his staff and having them work through the night. Crunch culture has lost more talent and done more damage to the industry than any other factor. Screw him.