Skip to main content

Million

Company

Documents about Million

Cover of Driving One Million Installs with TikTok Influencers PG Connects Digital #2
39 min
PocketGamer.biz39 min

Driving One Million Installs with TikTok Influencers PG Connects Digital #2

TikTok represents a transformative channel for mobile user acquisition, offering a distinct advantage over traditional advertising platforms through its highly engaged audience and a discovery-focused algorithm.

  • Mid-tier influencers with one to five million followers are the most effective partners for driving high-volume user acquisition.
  • Collaborations with influencers can generate tens of thousands of installs per post, often resulting in a lower effective cost-per-install than traditional paid media.
  • Influencer campaigns on TikTok frequently trigger significant organic uplift, leading to measurable spikes in app store rankings and increased user-generated content.
PocketGamer.bizJul 2020
Article

Stellar Start for Brawl Stars in China: Spending Crosses $17 Million in First Week

Supercell’s title Brawl Stars achieved a significant commercial milestone during its June 2020 launch in China, signaling a strong entry into one of the world’s most competitive mobile gaming markets.

  • Supercell's Brawl Stars generated $17.5 million in gross revenue and 4.8 million downloads during its first week in China following its June 9, 2020, launch.
  • China accounted for 60.7% of the game's $28.8 million global revenue and 71% of its 6.7 million global downloads during that inaugural week.
  • The China launch performance significantly outperformed the game's 2018 global release, which grossed $11 million in its first seven days outside of China.
Sensor TowerJun 2020
Cover of I Expect You To Die Surpasses $2 Million in Revenue on Oculus Quest
Article

I Expect You To Die Surpasses $2 Million in Revenue on Oculus Quest

The VR escape room puzzler I Expect You To Die achieved significant commercial success on the Oculus Quest platform, generating $2 million in revenue within its first year of availability.

  • The VR title 'I Expect You To Die' generated $2 million in revenue on the Oculus Quest within its first 12 months of release.
  • The Oculus Quest revenue for 'I Expect You To Die' reached two-thirds of the total $3 million the game earned across PC VR and PSVR platforms combined over a prior two-year period.
  • VR publisher nDreams implemented a permanent £1,000 pay raise for all 180 full-time employees to help staff manage rising energy costs and the cost-of-living crisis.
Game World ObserverJun 2020
Cover of Animal Crossing: Pocket Camp Earns $7.9 Million in April
Article

Animal Crossing: Pocket Camp Earns $7.9 Million in April

The mobile title Animal Crossing: Pocket Camp experienced a significant performance surge in April 2020, achieving its highest monthly revenue since its 2017 launch.

  • In April 2020, Animal Crossing: Pocket Camp achieved its highest monthly revenue since launch at $7.9 million, driven by the success of Animal Crossing: New Horizons.
  • The mobile title reached $150 million in lifetime revenue and recorded 7.1 million downloads in April 2020, its second-highest monthly install count since October 2017.
  • As of 2026, physical game versions account for 45.5% of Nintendo's total game sales, a significantly higher share than other major publishers.
Game World ObserverMay 2020
Cover of What we Have Learnt from 100 Million Hypercasual Downloads
20 min
PocketGamer.biz20 min

What we Have Learnt from 100 Million Hypercasual Downloads

The hypercasual gaming sector is currently undergoing a significant evolution, transitioning from simple, high-volume mechanics toward more complex, hybrid models that prioritize long-term value over raw download counts.

  • The hypercasual market is shifting toward hybrid-casual and idle models to improve lifetime value (LTV) and session duration, moving away from the traditional focus on raw download volume.
  • Retention benchmarks for arcade-style titles show a significant gap, with top-tier games achieving 15% day-seven retention compared to just 8% for average titles.
  • Publishers are utilizing impression-level data to implement personalized bidding and ad strategies, allowing for the segmentation of players based on their preference for in-app purchases versus ad-supported experiences.
PocketGamer.bizFeb 2020
Article

Pokémon Home Was Downloaded 1.3 Million Times in Its First Week on Mobile

The launch of Pokémon Home, a cloud-based storage service for the Pokémon franchise, achieved significant market traction during its initial week of availability in February 2020.

  • Pokémon Home generated 1.3 million mobile installs globally during its first week following its February 12, 2020, launch.
  • The service generated an estimated $1.8 million in user spending during its first week, driven by three subscription tiers priced at $2.99, $4.99, and $15.99.
  • The United States led global adoption with 444,000 installs (34% of total) and 40.8% of total user spending.
Sensor TowerFeb 2020
Cover of $0 to $1 Million: The Raw Numbers Behind Indie Success
62 min
Game Developers Conference62 min

$0 to $1 Million: The Raw Numbers Behind Indie Success

Independent game development success relies on balancing creative vision with rigorous financial discipline, as there is no singular blueprint for studio longevity.

  • Indie studios can adopt two distinct financial models: Kitfox Games utilizes a diversified portfolio approach with multiple concurrent projects to mitigate risk, while Clever Endeavour Games focuses on a single, long-term project (Ultimate Chicken Horse) to maximize depth and community engagement.
  • Revenue streams for independent studios are heavily concentrated on PC platforms, with Kitfox Games reporting that approximately 91% of their total revenue is derived from Steam sales.
  • Financial sustainability requires aggressive diversification of funding sources beyond initial game sales, including government grants, incubators like Execution Labs, Kickstarter campaigns, and work-for-hire contracts to cover lean periods.
Game Developers ConferenceFeb 2020
Cover of Age of Empires Has Sold 25 Million Units, Generated Over $1 Billion in Revenue
Article

Age of Empires Has Sold 25 Million Units, Generated Over $1 Billion in Revenue

The Age of Empires franchise has achieved significant commercial success, reaching a cumulative milestone of 25 million units sold and generating over $1 billion in total revenue.

  • The Age of Empires franchise has achieved a lifetime sales milestone of 25 million units.
  • The franchise has generated over $1 billion in total revenue.
  • The release of the definitive version of Age of Empires II on November 14, 2019, contributed to the franchise's strong sales and revenue performance.
The Game PostFeb 2020
Article

Lineage 2 M Surpasses $150 Million From Player Spending in Less Than Three Months

Lineage 2 M has demonstrated significant commercial success in the South Korean mobile market, surpassing $152 million in gross revenue within its first three months of release.

  • NCSOFT's Lineage 2 M generated over $152 million in gross revenue within its first three months following its November 25, 2019, launch in South Korea.
  • The title achieved an average revenue per download of approximately $97.60, with total installs reaching nearly 1.6 million.
  • Google Play dominated the game's performance, accounting for 84% of revenue ($128.3 million) and 79.6% of total downloads.
Sensor TowerFeb 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
Article

South Korea Powers Brawl Stars to $420 Million Revenue in First Year

Supercell’s mobile title, Brawl Stars, achieved significant commercial success during its first year of global availability, generating $422 million in gross revenue from 141 million unique downloads.

  • Supercell's Brawl Stars generated $422 million in gross revenue and 141 million downloads during its first year of global release, which began on December 12, 2018.
  • South Korea was the game's top-performing market, contributing $94 million or 22% of total global revenue.
  • Google Play accounted for the majority of the game's performance, driving 57% of total revenue ($242 million) and 75% of total downloads (106 million).
Sensor TowerDec 2019
Article

Black Friday Spurs Mobile Game Revenue to Single-Day Record of $70 Million: USA

Black Friday 2019 served as a record-breaking day for the United States mobile gaming industry, with consumer spending reaching an estimated $69.7 million across the Apple App Store and Google Play.

  • U.S. mobile game revenue reached a single-day record of $69.7 million on Black Friday 2019, representing a 25% year-over-year increase.
  • App Store spending accounted for 60% of the total revenue at $42.1 million, while Google Play generated $27.6 million.
  • Google Play experienced a 34% year-over-year growth in game spending, significantly outpacing the App Store's 20% growth.
Sensor TowerDec 2019