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	<title>Comments on: Conversion Rate Inversely Related To Download Rate</title>
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	<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/</link>
	<description>Phil Steinmeyer's rumblings on the game biz, programming, and life</description>
	<pubDate>Sun, 07 Sep 2008 17:25:57 +0000</pubDate>
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		<title>By: Phil Steinmeyer</title>
		<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-331</link>
		<dc:creator>Phil Steinmeyer</dc:creator>
		<pubDate>Sun, 19 Mar 2006 14:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-331</guid>
		<description>I think for the most part people measure it as a fraction of completed downloads.  But I'm not sure there's 100% consistency there.</description>
		<content:encoded><![CDATA[<p>I think for the most part people measure it as a fraction of completed downloads.  But I&#8217;m not sure there&#8217;s 100% consistency there.</p>
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		<title>By: Game Fools</title>
		<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-329</link>
		<dc:creator>Game Fools</dc:creator>
		<pubDate>Sun, 19 Mar 2006 09:27:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-329</guid>
		<description>It doesn't seem that the shareware game industry has a real standard by which downloads are measured (for the purposes of computing conversion rates, that is). They could, for example, be measured by unique or raw completed downloads, or possibly even just initiated downloads... which I believe is how CNET reports their download numbers (or at least they used to). 

We've also dealt with software developers who have reported conversion rates to us based on their ability to track completed installations. My point is that depending on how these download numbers are tracked, the related conversion rates can vary and we may not always be comparing apples to apples. 

Then again, feel free to correct me if you know of a standard that exists. I could just be out of the loop as usual. :)</description>
		<content:encoded><![CDATA[<p>It doesn&#8217;t seem that the shareware game industry has a real standard by which downloads are measured (for the purposes of computing conversion rates, that is). They could, for example, be measured by unique or raw completed downloads, or possibly even just initiated downloads&#8230; which I believe is how CNET reports their download numbers (or at least they used to). </p>
<p>We&#8217;ve also dealt with software developers who have reported conversion rates to us based on their ability to track completed installations. My point is that depending on how these download numbers are tracked, the related conversion rates can vary and we may not always be comparing apples to apples. </p>
<p>Then again, feel free to correct me if you know of a standard that exists. I could just be out of the loop as usual. <img src='http://www.philsteinmeyer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>By: Winter Wolves Games</title>
		<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-177</link>
		<dc:creator>Winter Wolves Games</dc:creator>
		<pubDate>Sun, 26 Feb 2006 22:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-177</guid>
		<description>I think CR for CRPG or MMORPG are even higher. If I remember correctly Spidweb author Jeff was talking about an incredibly high CR (something like over &#62; 30% even!). Of course that doesn't mean more sales, you can have 30% CR but just 50 download a day or less... :)</description>
		<content:encoded><![CDATA[<p>I think CR for CRPG or MMORPG are even higher. If I remember correctly Spidweb author Jeff was talking about an incredibly high CR (something like over &gt; 30% even!). Of course that doesn&#8217;t mean more sales, you can have 30% CR but just 50 download a day or less&#8230; <img src='http://www.philsteinmeyer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>By: Phil Steinmeyer</title>
		<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-122</link>
		<dc:creator>Phil Steinmeyer</dc:creator>
		<pubDate>Fri, 03 Feb 2006 14:53:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-122</guid>
		<description>Mike - dig through the forums at indiegamer.com, and/or ask around there.</description>
		<content:encoded><![CDATA[<p>Mike - dig through the forums at indiegamer.com, and/or ask around there.</p>
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		<title>By: Mike Rozak</title>
		<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-121</link>
		<dc:creator>Mike Rozak</dc:creator>
		<pubDate>Fri, 03 Feb 2006 06:13:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-121</guid>
		<description>These are interesting numbers. Is there anywhere I can find out more? I'm particularly interested in typical conversion rates for CRPGs and graphical adventure games, and more specifically, multiplayer (MMORPG).</description>
		<content:encoded><![CDATA[<p>These are interesting numbers. Is there anywhere I can find out more? I&#8217;m particularly interested in typical conversion rates for CRPGs and graphical adventure games, and more specifically, multiplayer (MMORPG).</p>
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		<title>By: the2bears.com &#187; So You Want&#8230;</title>
		<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-118</link>
		<dc:creator>the2bears.com &#187; So You Want&#8230;</dc:creator>
		<pubDate>Thu, 02 Feb 2006 22:56:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-118</guid>
		<description>[...] &#8230;to be an Independent games writer? Here&#8217;s an interesting post from PhilSteinmeyer.com on conversion rates, download rates and that elusive dollar. It gives a nice perspective on at least part of being your own boss. [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8230;to be an Independent games writer? Here&#8217;s an interesting post from PhilSteinmeyer.com on conversion rates, download rates and that elusive dollar. It gives a nice perspective on at least part of being your own boss. [...]</p>
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		<title>By: GBGames</title>
		<link>http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-117</link>
		<dc:creator>GBGames</dc:creator>
		<pubDate>Thu, 02 Feb 2006 18:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.philsteinmeyer.com/45/conversion-rate-inversely-related-to-download-rate/#comment-117</guid>
		<description>As I understand it, Pretty Good Solitaire has retail versions available, but I do think the majority of his sales come from downloads.  Also, I wouldn't call it limited distribution.  It's solitaire, which everyone understands how to play.  

Naturally, if you're dealing with shelf-life, your game better be great so that it stays on the front page of a portal.  If it is your own game, you give it the best shelf space.  If it were to remain this way, I imagine that the portals would just develop another hit-driven subsection of the game industry.</description>
		<content:encoded><![CDATA[<p>As I understand it, Pretty Good Solitaire has retail versions available, but I do think the majority of his sales come from downloads.  Also, I wouldn&#8217;t call it limited distribution.  It&#8217;s solitaire, which everyone understands how to play.  </p>
<p>Naturally, if you&#8217;re dealing with shelf-life, your game better be great so that it stays on the front page of a portal.  If it is your own game, you give it the best shelf space.  If it were to remain this way, I imagine that the portals would just develop another hit-driven subsection of the game industry.</p>
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