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2015

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Documents about 2015

Cover of WhatRunsWhere vs SocialPeta: The Most Powerful Ad Intelligence Tool
Article

WhatRunsWhere vs SocialPeta: The Most Powerful Ad Intelligence Tool

The comparison evaluates two leading digital advertising intelligence platforms—WhatRunsWhere and SocialPeta—to determine which offers greater analytical power for marketers.

  • SocialPeta offers significantly broader market coverage than WhatRunsWhere, monitoring 73 global ad platforms and over one billion ads across 45 countries.
  • WhatRunsWhere provides granular tracking within a more limited scope, covering 120,000 web publishers and 95,000 Android app publishers across seven developed markets.
  • SocialPeta targets medium-to-large enterprises with annual contracts starting at $5,000, while WhatRunsWhere offers monthly subscription plans ranging from $299 to $399.
SocialPetaSep 2020
Cover of To Dream a Game
Article

To Dream a Game

This document is an interview published in the 2020 issue of the gamevironments journal, in which Luis Wong of LEAP Game Studios discusses Tunche, an upcoming beat 'em up under development.

  • LEAP Game Studios, founded in August 2012 by four friends in their early twenties, reached milestones including one of the first Peruvian console releases in 2015, a PlayStation Plus title, and a publishing contract for an original intellectual property.
  • Tunche is a cooperative action beat 'em up for up to four players, set in the Amazon rainforest and rendered in hand-drawn animation, with combat-focused mechanics intended to differentiate it within its genre.
  • Tunche's design draws on Amazonian myths and folklore, including the title creature and characters such as Rumi and the giant dolphin Boutu.
gamevironmentsJul 2020
Cover of Towards a Monopoly: Examining FIFA's Dominance in Simulated Football
Article

Towards a Monopoly: Examining FIFA's Dominance in Simulated Football

FIFA's near-dominance of simulated football is examined in this analysis, which asks why Konami's Pro Evolution Soccer (PES) lost the market to Electronic Arts' FIFA despite broadly comparable critical reviews.

  • The report argues that PES's decline against FIFA stems from financial and licensing factors rather than inferior gameplay, despite broadly comparable critical reviews of the two series.
  • Sales figures show the divergence starkly: FIFA 17 sold 17.02 million copies in 2016 while PES reached only 1.26 million, and later reports suggest FIFA 19 outsold PES 2019 by roughly 22 to 1.
  • Ultimate Team (FUT) became the franchise's centerpiece, holding a 64 percent player share in 2014 and growing 15 percent year-on-year in matches between 2018 and 2019 under a year-round, transaction-based live-service model.
gamevironmentsJul 2020
Cover of Zynga vs. Supercell: How One Ascended and the Other Declined
Article

Zynga vs. Supercell: How One Ascended and the Other Declined

This analysis evaluates the divergent trajectories of two major mobile gaming publishers, Supercell and Zynga, as of mid-2020.

  • Supercell focuses on internal innovation and creating hit new games, while Zynga relies on a strategy of aggressive M&A and the optimization of existing live-operated titles.
  • Zynga’s growth strategy has successfully vaulted it up the mobile gaming rankings, with the acquisition of Peak Games projected to move the company from 8th to 4th place in Q1 2020 revenue.
  • Supercell has experienced a decline in revenue and profitability in recent years, leading to speculation that its valuation has fallen significantly from its 2016 peak of $10.2 billion.
Deconstructor of FunJul 2020
Cover of A Statistics-Based Approach to Picking a Game Setting That Best Matches Your Chosen Genre 2020
Article

A Statistics-Based Approach to Picking a Game Setting That Best Matches Your Chosen Genre 2020

This research provides a statistical analysis of mobile game settings and their correlation with genre performance, aiming to guide developers in making informed design choices that optimize target audience reach and cost per install.

  • The Real Life setting is the most effective for market reach in the West, accounting for 31% of all analyzed games and 42% of cumulative downloads due to its high accessibility and minimal tutoring requirements.
  • Fantasy and Oriental Fantasy settings dominate revenue charts in Tier-1 East markets (China, Japan, Korea, Taiwan), while Real Life settings are primarily driving growth in the hypercasual sector.
  • Complex settings like Fantasy are statistically correlated with high-grossing, sophisticated genres such as RPGs and 4X strategy games.
AppMagicJul 2020
Cover of Zynga vs. Supercell: The Quest to Be the World’s Most Valuable Mobile Gaming Company
Article

Zynga vs. Supercell: The Quest to Be the World’s Most Valuable Mobile Gaming Company

This analysis evaluates the divergent strategic trajectories of Zynga and Supercell, two prominent mobile gaming publishers, to determine their long-term viability and potential for market leadership.

  • Supercell’s long-term strategy focuses on innovation and creating 'forever franchises' through decentralized, autonomous teams, while Zynga relies on a strategy of aggressive M&A and the optimization of live operations.
  • Zynga’s growth has been driven by a series of accretive acquisitions, including the acquisition of Peak Games, which would vault them from 8th to 4th place among top mobile game publishers by Q1 2020 revenue.
  • Supercell has experienced a decline in revenue and profitability in recent years, leading to speculation that its 2016 valuation of $10.2 billion may have significantly decreased, potentially evidenced by a 2019 Tencent stake acquisition at a lower valuation.
GameMakersMay 2020
Article

How One New Image Increased Sales 20-Fold

The primary purpose of this analysis is to demonstrate the critical impact of Steam capsule art on game discoverability and conversion rates.

  • The developers of Imagine Earth saw daily sales increase 20-fold after replacing their original Steam capsule art with a more professional design in June 2015.
  • Steam users frequently use capsule art as a primary filter, often hovering over attractive images to view tooltips before deciding whether to click through to a store page.
  • Professional capsule art typically costs between $500 and $1,000 USD and is a critical investment that can prevent a high-quality game from being perceived as a low-effort hobby project.
How To Market A GameApr 2020
Cover of CD Projekt 2019 Annual Financial Results
Article

CD Projekt 2019 Annual Financial Results

The 2019 annual financial results for CD Projekt demonstrate a period of significant growth, characterized by a 44% increase in revenue to zł521 million ($124.9 million) and a 66% rise in profit to zł175 million ($41.9 million).

  • In 2019, CD Projekt reported a 44% year-over-year revenue increase to zł521m ($124.9m) and a 66% profit increase to zł175m ($41.9m).
  • The Witcher 3: Wild Hunt sold over 6.5 million copies in 2019, its strongest performance since its 2015 launch, driven by the Netflix adaptation.
  • Analysts from DM BOŚ project that the upcoming The Witcher 3 expansion, 'Songs of the Past,' could generate approximately $187.9 million (700 million PLN) in its first 12 months.
CD ProjektApr 2020
Cover of The Hidden Levers of Game Discovery: Supply and Demand
Article

The Hidden Levers of Game Discovery: Supply and Demand

The primary thesis of this analysis is that video game discoverability is increasingly dictated by a fundamental mismatch between supply and demand.

  • The number of games on Steam grew from 5,000 in 2015 to over 60,000 by 2022, creating a supply-side saturation that outpaces the 62% growth in daily active users since 2019.
  • The market has shifted to a 'no-reset' environment where evergreen hits and Games as a Service (GaaS) titles capture long-term player attention, making it increasingly difficult for new releases to gain traction.
  • While Unity reported a 93% increase in game creation between 2020 and 2021, the market has transitioned to a 'hit-driven' curve where the majority of indie titles struggle to recoup costs compared to previous years.
GameDiscoverCoApr 2020
Cover of Rainbow Six Siege Hits New All-Time Concurrent Peak Players Record on Steam
Article

Rainbow Six Siege Hits New All-Time Concurrent Peak Players Record on Steam

Rainbow Six Siege achieved a significant milestone in February 2020, reaching a new all-time concurrent player record on the Steam platform.

  • Rainbow Six Siege reached a new all-time concurrent player record of 178,419 on Steam as of February 23, 2020.
  • The record-breaking player count for Rainbow Six Siege was achieved prior to the release of the 'Operation Void Edge' season, which was active on test servers at the time.
  • The Steam concurrent player figures for Rainbow Six Siege do not account for the additional player base accessing the game through the Uplay platform.
The Game PostFeb 2020
Cover of Top Game Genres by Revenues and Downloads
Article

Top Game Genres by Revenues and Downloads

This analysis examines the performance of mobile game genres by evaluating the 1,000 most downloaded and 1,000 highest-grossing titles over a 30-day period.

  • The Asian mobile market (Tier-1 East) exhibits significantly higher average Lifetime Value (LTV) across game genres compared to Western markets, with top-performing titles like Fate/Grand Order reaching an LTV of $430.
  • High-LTV genres are typically characterized by high production costs, requiring substantial content, complex mechanics, and premium technical quality, making them difficult to enter without significant investment.
  • Tencent dominates the Tier-1 East market, with its title Honor of Kings accounting for 95% of the MOBA genre's performance and generating approximately $5 billion in revenue on iOS in China alone.
AppMagicFeb 2020
Article

Clash of Clans Grossed $727 Million in 2019

Supercell’s mobile strategy title, Clash of Clans, experienced a significant financial resurgence in 2019, generating $727 million in global revenue.

  • Clash of Clans generated $727 million in global revenue in 2019, marking a 27% increase over the $572 million earned in 2018.
  • The 2019 performance represents the first year-over-year revenue growth for the title since 2015.
  • The introduction of the $4.99 monthly 'Gold Pass' in April 2019 was the primary driver for the revenue turnaround.
Sensor TowerJan 2020