

The issue of monetization in the children’s games is a controversial point.
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The most important thing here is the way we interact with the child in the game, whether he likes it, understands how to play, wants to continue playing tomorrow. So they are in the tops with millions of downloads, suddenly realizing that it doesn’t bring revenue. Many developers ignore this fact trying to get as many installs as possible. Parents have to check if their child really likes the game and is going to remember about it tomorrow.Īdvertising is not an option to monetize your project: it will drive the child away immediately. Payments during the first gaming session are very rare. Session length in these games varies from 3 to 15 minutes, sometimes it lasts for half an hour (as you know kids get tired faster). The retention in kids games is one of the most important components of success. That’s why it’s critical for a kids game to have a good retention. There is no such thing as excessive numbers of transactions during first gaming sessions like it often happens in other games. It’s a real challenge in kids gaming market. On the other hand, you have to share a considerable part of your revenue.ĭownloads have to be converted into income. The name of the brand allows you to reach the top quickly and get loads of traffic. On the one hand, you get great organic installs, style guide, and recognition in the app stores. The problem is that it is unclear how much of success the brand brings. It seems that brand partnerships keep up the companies who develop for kids as it reduces marketing expenses. Of course, it’s impossible to come up with Supercell developing kids applications, but it’s a great start for sure to approach the adult gamedev. The examples are not far to seek: Toca Boca, Budge Studios, MAGE, Apps Ministry, Indigo Kids. It’s possible to gain success on the market of kids applications with the right approach to the audience and product quality. Also, a lot of things depend on the age (4-year-old and 5-year-old kids react differently on the same project). The target audience is more differentiated here, its main aspects of behavior are unknown (the phenomenon of kids mobile gaming has just started to be observed by psychologists). The kids gaming market is more sophisticated than the adult one. It has a lot of its rules, so it’s easy to get confused and make mistakes. It’s important to know that kids market is the one with thorough attention from the government’s, mobile platforms’ and parents’ side. They think that it’s enough to create something simple as the audience isn’t demanding. The market of kids applications is very complicated, and not everyone understands how to adapt to it.

The thing is that many companies don’t present themselves right, sticking to development as the main aspect of the game creation. The companies developing applications for children don’t have impressive revenues, on payback level in the best scenario.
