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U.S. Mobile Tabletop Game Spending: 2021

The mobile tabletop gaming sector in the United States experienced significant financial growth between August 2020 and July 2021, with total player spending rising by approximately 40 percent to reach $703.8 million.

  • U.S. mobile tabletop game spending increased by 40% year-over-year to reach $703.8 million between August 2020 and July 2021.
  • The Solitaire/Mahjong subgenre was the top revenue generator, contributing approximately $310 million in spending, a 44% increase over the previous year.
  • Card games were the fastest-growing subgenre by revenue, with spending rising 83.6% year-over-year to $101.3 million.
Sensor TowerAug 2021
Article

Playtika Holding Corp. Q2 2021 Earnings Release

Playtika Holding Corp. reported its financial results for the second quarter ending June 30, 2021, highlighting organic revenue growth and a successful transition to profitability.

  • Playtika reported Q2 2021 revenue of $659.2 million, marking organic growth over the $650.5 million recorded in the same period last year.
  • Net income reached $90.0 million for the quarter, a significant turnaround from the $139.6 million loss reported in Q2 2020.
  • The company reiterated its full-year 2021 financial outlook, projecting $2.60 billion in revenue and $1.0 billion in Adjusted EBITDA.
PlaytikaAug 2021
Cover of 4 Great Examples of PvP Modes in Casual Games
Article

4 Great Examples of PvP Modes in Casual Games

The integration of player-versus-player (PvP) modes into casual mobile games serves as a strategic mechanism to enhance user engagement and retention.

  • PvP modes can effectively boost engagement and retention in casual games, provided the mechanics remain simplified and quick to complete to avoid alienating the core audience.
  • Disney Emoji Blitz utilizes synchronous, minute-long PvP matches in its 'Food Fight Face-Off' event, where players compete in real-time to collect items and obstruct opponents.
  • Board Kings implements asynchronous PvP by allowing players to land on 'Train tiles' to visit, occupy, or steal coins from other players' boards, creating a competitive social dynamic.
GameRefineryMay 2019
Cover of 2019 Predictions: Only One Way to Climb to the Top of the Puzzle Games Category
Article

2019 Predictions: Only One Way to Climb to the Top of the Puzzle Games Category

The mobile puzzle games market reached a critical juncture in 2018, characterized by high maturity, intense competition, and a shift in the requirements for commercial success.

  • The Puzzle category is the dominant force in casual mobile gaming, accounting for 60% of all in-app purchase revenues within the genre, totaling $3.8 billion in 2018.
  • Market leaders King, Playrix, and Peak Games command the Match & Blast sub-category, with King’s Candy Crush franchise alone generating over 60% of its portfolio revenues.
  • Playrix and Peak Games achieved significant growth in 2018; Playrix grew net revenues by 40% to $866 million, while Peak Games nearly doubled its revenues to $440 million.
Deconstructor of FunJan 2019
Cover of Two-Thirds of Parents Embrace Video Games as a Family Pastime
Article

Two-Thirds of Parents Embrace Video Games as a Family Pastime

The 2018 study, Essential Facts About the Computer and Video Game Industry, examines the evolving role of video games within American households.

  • More than two-thirds of American parents play video games with their children at least once a week, primarily because they find the activity fun for the whole family.
  • Seventy percent of parents believe video games have a positive influence on their children's lives.
  • Parental engagement with industry safety tools is high, with 82% of parents familiar with ESRB ratings and 94% finding console parental controls useful.
Entertainment Software AssociationMay 2018
Article

Solo Board Gamers: Who Are The 1%?

This analysis explores the demographic profile and psychological motivations of solo board gamers, a niche segment within the broader tabletop gaming community.

  • Only 1% of board gamers identify solo play as their primary preference, while 63.5% of the 100,000 surveyed gamers prefer playing in groups of 3–4.
  • Solo board gamers are significantly older than the general gaming population, averaging about 5 years older than those who prefer groups of 5 or more.
  • The primary motivators for solo board gamers are Immersion and Aesthetics, prioritizing rich themes, world-building, and high-quality components over the social interaction found in multiplayer games.
Quantic FoundryJul 2017
Article

The Primary Motivations of Board Gamers: 7 Takeaways

This analysis explores the primary motivations of board gamers, utilizing data from over 90,000 respondents who completed a standardized motivation profile survey.

  • Gender is a significantly stronger predictor of board gaming motivations than age, accounting for more than three times the variance in player preferences.
  • The 'Need to Win' is the most common primary motivation for male board gamers, yet it is equally prevalent among female gamers (13% vs. 12%), indicating women are just as likely to prioritize winning as men.
  • The largest gender disparity in board gaming motivations is found in 'Conflict' (hostile player interactions), which is 3.5 times more common as a primary motivation for men than for women.
Quantic FoundryApr 2017
Article

Board Game Motivation Model

The Board Game Motivation Model serves as a foundational framework for understanding the psychological drivers behind tabletop gaming preferences.

  • Quantic Foundry’s board game motivation model identifies 11 distinct gaming motivations categorized into four primary clusters.
  • The model is based on data from over 90,000 board gamers who completed a personalized profile survey.
  • Motivations within the same cluster are highly correlated, while motivations across different clusters show significantly lower correlation.
Quantic FoundryJan 2017
Article

The Board Game Motivation Profile: Based on Data From Over 40,000 Gamers

The Board Game Motivation Profile provides a comprehensive framework for understanding the psychological drivers behind tabletop gaming.

  • Quantic Foundry updated its board game motivation model using data from 40,959 unique gamers, significantly expanding upon the initial 1,549-person sample.
  • The revised model identifies four primary motivation clusters—Conflict, Strategy, Immersion, and Social Fun—supported by secondary components like Social Manipulation, Discovery, Need to Win, Cooperation, Chance, and Accessibility.
  • The survey sample had a median age of 31, with 75% identifying as male, 24% as female, and 1% as non-binary or genderfluid.
Quantic FoundrySep 2016
Article

How We Developed the Board Game Motivation Profile

The development of the Board Game Motivation Profile utilizes factor analysis to identify the primary psychological drivers behind tabletop gaming preferences.

  • Quantic Foundry developed a board game motivation profile using factor analysis on 1,468 valid survey responses from board gamers.
  • The research identified four primary motivation clusters: Strategy, Fantasy, Social Fun, and Competition, each paired with a secondary sub-motivation.
  • Researchers discovered that motivation profiles are genre-specific, forcing the exclusion of tabletop RPG and CCG data to prevent skewed results caused by different player expectations.
Quantic FoundryAug 2016
Article

3 Time-Sensitive Strategies for Ranking on the Google Play Android Games Top Charts

The primary objective is to provide actionable strategies for mobile game developers to improve their visibility on Google Play Top Charts following the platform's category expansion in early 2014.

  • Developers can improve their chances of reaching the Top Charts by targeting less competitive categories such as Adventure, Board, Casino, Educational, Family, Music, Trivia, or Word.
  • The Paid Top Charts offer a significantly lower barrier to entry than Free charts, with some apps achieving high rankings with fewer than 5 downloads and 1 review.
  • In contrast to the Paid charts, the Free Action category is highly saturated, with top-ranking games requiring between 20,000 and 2 million reviews.
Sensor TowerApr 2014
Article

Response to the EDPB Guidelines 01/2024 on the Processing of Personal Data Based on Article 6(1)(f) GDPR

Video Games Europe provides a formal industry response to the European Data Protection Board’s (EDPB) Guidelines 01/2024, which concern the processing of personal data under the legitimate interest provision of Article 6(1)(f) of the General Data Protection Regulation (GDPR).

  • Video Games Europe has formally submitted a response to the European Data Protection Board's (EDPB) Guidelines 01/2024 concerning the processing of personal data under Article 6(1)(f) of the GDPR.
  • The EDPB Guidelines 01/2024 focus on the interpretation and application of 'legitimate interests' as a legal basis for processing personal data.
  • The industry response addresses how the proposed regulatory interpretations impact data processing practices within the video game sector.
Video Games Europe