   Making profit from small games
  I want to know where and how could be small games sold, what are most common business models, how is statistically with income flow and the pros and cons in general...With a "small" I mean games that are usually made in Flash or Java, mostly done by a single developer, playable over internet browser or on mobile device and their size usually doesn't go over a few megs.   
  How many hardcoded games do you have? More than one, I hope.   ;Quote:I want to know where and how could be small games sold, what are most common business models, how is statistically with income flow and the pros and cons in general...Really?  I doubt that is what you really wanted to know.Finding that stuff out is market research, and generally requires a ton of work or paying a research firm a lot of money.  Because those statistics would be extremely hard to get, the research would be quite expensive and also a lengthy process.It sounds like you are asking:Quote:possible revised questionWhat can I do for my own games to improve the likelihood of turning a profit?Check out this article over in the reference section.  It may not be exactly what you are looking for, but it does represent the difference between profitable and unprofitable single developer games.You should also read the articles by Obscure [Dan Merchant] and the articles by Tom Sloper at both of their respective sites.  Those also do not answer your initial questions, but they are excellent resources for homebrew developers.   ;  I'm going to assume that you actually did want your question answered:For small flash games and the like, you'll want to seek out casual games portals.  Please refer to the couple articles below; they should specifically address your question.Online casual game portals grow‭ ‬27%by Alexander Sliwinski { Jan 29th 2009 at 12:00PM } http://www.joystiq.com/2009/01/29/online-casual-game-portals-grow-27/What Are Game Portals?February 14th, 2006 by Juusohttp://www.gameproducer.net/2006/02/14/what-are-game-portals/And, as Tom cryptically alluded, to best ensure that you'll make a healthy profit on small, casual games, you'll want a large enough library/portfolio of titles being sold, played, and distributed simultaneously to ensure a healthy and profitable cash flow.For mobile games, there are a lot of different outlets, but, right now, the iPhone and its app store can't be beat.   