Are mobile games revenues real?
The revenue numbers are probably reasonably accurate.
I think the part you are missing in your calculation is how hard it actually is to reach that rank on the list.
Many many people try, only a few make it up there. (There are literally hundreds of releases _each_day_)
This page lists new applications submitted to the app store, determined by the release date of the apps.
It tells us that 10,300 new apps were submitted last month; an average of 1,187 per day.
As Olof points out above, it's extremely difficult for any individual app to actually reach the sort of ranking you describe, and even harder for them to maintain such a ranking for a prolonged period. Most developers make little or no money, whilst a small percentage manage to earn a living.
You might also be interested in this detailed response to a recent similar question, which sheds some further light on the situation.
- Jason Astle-Adams
I think the part you are missing in your calculation is how hard it actually is to reach that rank on the list.
- Yes, routine application what is not in any way on the top of the popularity, do not pay for self and not recouped, that has been attempt to test.
This is a great post that pulls together lots of app store sales figures: http://thegamebakers.com/money-and-the-app-store-a-few-figures-that-might-help-an-indie-developer.html
I've heard that google play revenues are usually around 15%-30% of App Store revenues (although it varies a lot according to your revenue model).
Don't just look at the charts when you're trying to find out how much you'll earn. By definition you're ignoring all unsuccessful titles.
Actually I've been curious why more indies don't share more concrete info about their revenues/sales. Is there some reason to not do so?