As you can imagine, this is an incredibly high spend rate. Casual mobile games often only have 2-3% paid conversion, while core oriented f2p games are more like 20-30% depending on the title (at least based on Warframe and Team Fortress 2, though it could have gone up since they gave numbers).
Japanese mobile games also tend to have 20-25% according to JP Morgan Chase IIRC.
And a note more generally about service games and how they act as long term platforms:
Japanese mobile games also tend to have 20-25% according to JP Morgan Chase IIRC.
GamesIndustry.biz said:"Today about 70-75% of all the people that buy the sports games join Ultimate Team," Jorgensen said. "It's fun. It's a great way to play the game. Of those 75% of the people, about half of those people actually spend some money and the other half just play without spending. But in a free-to-play world, that's a fantastic balance of spenders and non-spenders."
Source: http://www.gamesindustry.biz/articl...t-of-ea-sports-players-spend-on-ultimate-teamHe also addressed the company's strategy for growing those numbers, saying, "We spend very little time trying to get people to spend more money. We really try to spend most of our time getting people into the funnel because we know once they're into the game, they'll really have a good time, and they'll play it for a long period of time."
And a note more generally about service games and how they act as long term platforms:
Jorgensen returned to that idea later in the presentation, saying that people are playing fewer games these days, but playing them for longer periods of time thanks to live services and regular events.
"This entertainment form is probably one of the greatest entertainment values for consumers," Jorgensen said. "If you go to a movie today, it can cost you in the US $20 to get in the movie before you buy popcorn, which is fun. It's great, I love it. But at the same time, a $60 video game that people are playing three, four, five thousand hours during the year on, that's a lot of value for your money. And even if you spend some money on top of that, you're typically spending it on increasing the fun and excitement of the game. So we're just trying to give the consumers what they really want, and more of it, versus trying to build another game or do something different."