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	<title>Comments on: In-App Purchase results 2 weeks in</title>
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	<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/</link>
	<description>iPhone and next-gen mobile game development</description>
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		<title>By: thoughts of ariel seidman &#187; Blog Archive &#187; Monetizing Mobile: You Got Options</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-37</link>
		<dc:creator>thoughts of ariel seidman &#187; Blog Archive &#187; Monetizing Mobile: You Got Options</dc:creator>
		<pubDate>Tue, 01 Dec 2009 18:06:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-37</guid>
		<description>[...] Early data indicates a 1.9% conversion rate [source] [...]</description>
		<content:encoded><![CDATA[<p>[...] Early data indicates a 1.9% conversion rate [source] [...]</p>
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		<title>By: Weekly Update #24 &#171; Retro Dreamer Blog</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-36</link>
		<dc:creator>Weekly Update #24 &#171; Retro Dreamer Blog</dc:creator>
		<pubDate>Fri, 27 Nov 2009 19:00:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-36</guid>
		<description>[...] great blog post from the guys at Riptide Games, about their experiences with in-app purchasing in Gravity Sling. It&#8217;s filled with great stats and numbers, well worth [...]</description>
		<content:encoded><![CDATA[<p>[...] great blog post from the guys at Riptide Games, about their experiences with in-app purchasing in Gravity Sling. It&#8217;s filled with great stats and numbers, well worth [...]</p>
]]></content:encoded>
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		<title>By: Ontwikkelaar Gravity Sling geeft inzicht in In App Purchases - iPhone - iPhoneclub.nl</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-35</link>
		<dc:creator>Ontwikkelaar Gravity Sling geeft inzicht in In App Purchases - iPhone - iPhoneclub.nl</dc:creator>
		<pubDate>Thu, 26 Nov 2009 22:56:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-35</guid>
		<description>[...] Meer info: Riptide Blog [...]</description>
		<content:encoded><![CDATA[<p>[...] Meer info: Riptide Blog [...]</p>
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		<title>By: FingerGaming &#187; Riptide Reveals Gravity Sling In-App Purchase Sales Figures - Gaming on the iPhone and iPod Touch</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-34</link>
		<dc:creator>FingerGaming &#187; Riptide Reveals Gravity Sling In-App Purchase Sales Figures - Gaming on the iPhone and iPod Touch</dc:creator>
		<pubDate>Thu, 26 Nov 2009 14:02:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-34</guid>
		<description>[...] Store publisher Riptide Games has published an in-depth blog post detailing the in-app purchase sales figures of its momentum-based puzzler Gravity [...]</description>
		<content:encoded><![CDATA[<p>[...] Store publisher Riptide Games has published an in-depth blog post detailing the in-app purchase sales figures of its momentum-based puzzler Gravity [...]</p>
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		<title>By: iPhone Central &#187; Blog Archive &#187; Riptide Reveals Early In-App Purchase Results For Their Free Game Gravity Sling</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-33</link>
		<dc:creator>iPhone Central &#187; Blog Archive &#187; Riptide Reveals Early In-App Purchase Results For Their Free Game Gravity Sling</dc:creator>
		<pubDate>Wed, 25 Nov 2009 15:56:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-33</guid>
		<description>[...] to include in-app purchases certainly generated a lot of buzz among developers, and now, thanks to iPhone game developer Riptide, we finally have some results that should help other developers decide whether or not to employ [...]</description>
		<content:encoded><![CDATA[<p>[...] to include in-app purchases certainly generated a lot of buzz among developers, and now, thanks to iPhone game developer Riptide, we finally have some results that should help other developers decide whether or not to employ [...]</p>
]]></content:encoded>
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		<title>By: Riptide Games » In-App Purchase results 2 weeks in</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-32</link>
		<dc:creator>Riptide Games » In-App Purchase results 2 weeks in</dc:creator>
		<pubDate>Wed, 25 Nov 2009 11:26:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-32</guid>
		<description>[...] post: Riptide Games » In-App Purchase results 2 weeks in    Comments [...]</description>
		<content:encoded><![CDATA[<p>[...] post: Riptide Games » In-App Purchase results 2 weeks in    Comments [...]</p>
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		<title>By: Riptide Reveals Early In-App Purchase Results For Their Free Game Gravity Sling &#124; TEST ZONE</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-31</link>
		<dc:creator>Riptide Reveals Early In-App Purchase Results For Their Free Game Gravity Sling &#124; TEST ZONE</dc:creator>
		<pubDate>Tue, 24 Nov 2009 18:21:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-31</guid>
		<description>[...] to include in-app purchases certainly generated a lot of buzz among developers, and now, thanks to iPhone game developer Riptide, we finally have some results that should help other developers decide whether or not to employ [...]</description>
		<content:encoded><![CDATA[<p>[...] to include in-app purchases certainly generated a lot of buzz among developers, and now, thanks to iPhone game developer Riptide, we finally have some results that should help other developers decide whether or not to employ [...]</p>
]]></content:encoded>
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		<title>By: jon jordan</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-30</link>
		<dc:creator>jon jordan</dc:creator>
		<pubDate>Tue, 24 Nov 2009 18:20:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-30</guid>
		<description>great data - thanks for sharing it
good to see the conversion rate for IAP is viable for developers
you have to assume OpenFeint users are going to be more hardcore so more likely to buy extra content, no matter what device they&#039;re playing on. It is a massive difference between OF and non-OF players</description>
		<content:encoded><![CDATA[<p>great data &#8211; thanks for sharing it<br />
good to see the conversion rate for IAP is viable for developers<br />
you have to assume OpenFeint users are going to be more hardcore so more likely to buy extra content, no matter what device they&#8217;re playing on. It is a massive difference between OF and non-OF players</p>
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		<title>By: Twitted by davidedicillo</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-29</link>
		<dc:creator>Twitted by davidedicillo</dc:creator>
		<pubDate>Tue, 24 Nov 2009 17:11:24 +0000</pubDate>
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		<description>[...] This post was Twitted by davidedicillo [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was Twitted by davidedicillo [...]</p>
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		<title>By: brian</title>
		<link>http://www.riptidegames.com/2009/11/in-app-purchase-results-2-weeks-in/comment-page-1/#comment-28</link>
		<dc:creator>brian</dc:creator>
		<pubDate>Tue, 24 Nov 2009 15:58:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.riptidegames.com/?p=100#comment-28</guid>
		<description>Interesting idea about the effect of WiFi/iPod Touch players, I hadn&#039;t thought of that. It&#039;s certainly possible. I just checked our analytics data and it looks like our iPod Touch conversion rate might be just a bit lower than our iPhone conversion rate, though I&#039;ll need to do some more digging to be able to tell that for sure.</description>
		<content:encoded><![CDATA[<p>Interesting idea about the effect of WiFi/iPod Touch players, I hadn&#8217;t thought of that. It&#8217;s certainly possible. I just checked our analytics data and it looks like our iPod Touch conversion rate might be just a bit lower than our iPhone conversion rate, though I&#8217;ll need to do some more digging to be able to tell that for sure.</p>
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