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NetEase Battle Royale Title Cyber Hunter Surpasses 5 Million Installs in First Two Weeks

NetEase’s sci-fi battle royale title, Cyber Hunter, achieved significant early momentum following its global release on April 22, 2019.

  • NetEase's sci-fi battle royale title, Cyber Hunter, reached 5 million global downloads across the App Store and Google Play within its first two weeks following its April 22, 2019, launch.
  • In the Japanese market, Cyber Hunter achieved 1.1 million installs during its initial 14 days, outperforming the two-week launch performance of NetEase's own hit title, Knives Out, which saw 980,000 installs in the same period.
  • While Cyber Hunter has shown strong early adoption, its initial global revenue is approximately $350,000, with $154,000 generated from Japan.
Sensor TowerMay 2019
Article

Pokémon GO Revenue Surpassed $65 Million: April 2019

Pokémon GO demonstrated sustained financial momentum in early 2019, driven by successful live operations and seasonal events.

  • Pokémon GO generated over $65 million in worldwide gross revenue during April 2019, representing a 15% increase compared to April 2018.
  • Year-to-date revenue for the first four months of 2019 reached approximately $270 million, a 33% increase over the $203.5 million earned during the same period in 2018.
  • The United States and Japan are the game's top markets, each accounting for approximately 34% of total 2019 revenue, or just under $92 million per market.
Sensor TowerMay 2019
Cover of Playrix Revenue Is Now $20.4 Million Weekly
Article

Playrix Revenue Is Now $20.4 Million Weekly

Playrix has established itself as a dominant force in the mobile gaming industry, driven by the success of four core titles: Homescapes, Gardenscapes, Township, and Fishdom.

  • Playrix generates $20.4 million in weekly revenue across the Apple App Store and Google Play.
  • The company's primary revenue drivers are four major titles: Homescapes, Gardenscapes, Township, and Fishdom.
  • In-app purchases account for over 97% of total revenue, with advertising contributing less than 3%.
AppticaApr 2019
Article

HBO Apps Added 1.7 Million New Mobile Users for Game of Thrones Season 8

The final season of the television series Game of Thrones served as a significant catalyst for mobile user acquisition across HBO’s streaming platforms.

  • HBO mobile apps (HBO NOW and HBO GO) recorded 1.7 million new installs during the premiere week of Game of Thrones season eight, a 32% increase over the 1.29 million installs seen during the season seven premiere.
  • The HBO NOW subscription app saw 750,000 first-time installs between April 13 and April 20, 2019, marking the network's largest week for new users to date.
  • HBO NOW's premiere week performance represented a 230% increase in new installs compared to the preceding seven-day period and a 15% increase over its own season seven premiere performance.
Sensor TowerApr 2019
Article

Roblox Revenue Grew 40% Year-Over-Year in Q1, Adding $107 Million on Mobile

Roblox experienced significant financial growth in the first quarter of 2019, driven by strong performance in the mobile gaming sector.

  • Roblox generated $107 million in worldwide mobile revenue during Q1 2019, marking a 40% increase compared to the $76.6 million earned in Q1 2018.
  • Quarter-over-quarter mobile revenue grew 17% from the $91.3 million recorded in Q4 2018.
  • The United States is the primary market for Roblox, accounting for 67% of Q1 2019 revenue ($71.7 million) and $476 million of the game's $700 million in lifetime mobile gross revenue.
Sensor TowerApr 2019
Article

Brawl Stars Scores $200 Million Worldwide in Four Months

Supercell’s mobile title Brawl Stars achieved significant commercial success within its first four months of global availability, grossing $200 million in worldwide player spending across the Apple App Store and Google Play.

  • Supercell’s Brawl Stars grossed $200 million in worldwide player spending across the App Store and Google Play within its first four months following its December 12, 2018, global launch.
  • The game’s revenue performance significantly outperformed competitors, generating five times the $40 million grossed by PUBG Mobile during its own comparable four-month post-launch window (excluding China).
  • The United States and South Korea are the top-spending markets, accounting for 21% ($42 million) and 19% ($38 million) of total revenue, respectively.
Sensor TowerApr 2019
Article

Clash of Clans Earns $27 Million in One Week as Revenue Grows 145% Following Season Pass Debut

The introduction of a season pass model in the mobile strategy title Clash of Clans has catalyzed a significant surge in player spending, demonstrating the efficacy of battle royale-style monetization strategies within established mobile games.

  • Clash of Clans generated approximately $27 million in worldwide revenue during the first week following the launch of its 'Gold Pass' season pass, a 145% increase over the $11 million earned in the preceding week.
  • Daily revenue for the title surged from an average of $1.6 million to $3.9 million following the introduction of the $4.99 subscription-style pass.
  • The Gold Pass drove the game to the No. 1 spot on the U.S. App Store overall top-grossing chart for the first time since October 2017.
Sensor TowerApr 2019
Article

King's Candy Crush Franchise Had a $391 Million Q1, Its Best Ever

The Candy Crush franchise achieved its highest-grossing first quarter in history during Q1 2019, generating $391 million in global gross revenue across the Apple App Store and Google Play.

  • King’s Candy Crush franchise achieved its highest-grossing first quarter ever in Q1 2019, generating $391 million in global gross revenue across the App Store and Google Play.
  • The original Candy Crush Saga remains the franchise's primary growth driver, accounting for 64% of total quarterly revenue at $251 million, a 7% year-over-year increase.
  • Candy Crush Soda Saga and Candy Crush Jelly Saga experienced significant revenue declines, with player spending dropping 30% and 35% year-over-year, respectively.
Sensor TowerApr 2019
Cover of Close to 10 Million Gamers in Germany Are 50 Years and Older
Article

Close to 10 Million Gamers in Germany Are 50 Years and Older

The German games industry experienced a significant demographic shift in 2019, characterized by an aging player base and robust market growth.

  • The German games market reached a total value of 4.4 billion euros in 2018, representing a 9% growth over the previous year.
  • The average age of gamers in Germany has risen to 36.4 years, up from 31 years five years prior.
  • Nearly 10 million people aged 50 and older now play computer and video games, accounting for 29% of the total gaming population.
game – Verband der deutschen Games-Branche e. V.Apr 2019
Article

PUBG Mobile Revenue Grew 83% in March, Surpassing $65 Million

PUBG Mobile experienced significant financial growth in March 2019, reaching a record-breaking $65 million in global player spending.

  • PUBG Mobile achieved its best-ever month in March 2019, with global gross revenue reaching over $65 million, an 83% increase over February.
  • On the iOS platform, PUBG Mobile revenue grew 53% month-over-month in March, while rival title Fortnite saw an 18% decline in revenue.
  • Fortnite's revenue lead over PUBG Mobile on the App Store narrowed significantly in March, with Fortnite grossing only 29% more than the $28 million estimated for PUBG Mobile.
Sensor TowerApr 2019
Article

Tencent's Perfect World Breaks $100 Million on China's App Store in 22 Days

The mobile massively multiplayer online game Perfect World, published by Tencent, achieved significant commercial success within its first month of release on the Chinese iOS App Store.

  • Tencent’s mobile MMO Perfect World generated over $100 million in player spending on China’s iOS App Store within its first 22 days following its March 5, 2019, launch.
  • Perfect World successfully displaced Honor of Kings from the No. 1 grossing position on China’s App Store for 17 of its first 18 days, marking the most significant challenge to the title's dominance in over two years.
  • The game achieved an average daily player spend of more than $4.5 million during its initial three-week period.
Sensor TowerMar 2019
Article

Brawl Stars Has Made $150 Million in Its First 90 Days

Supercell’s mobile title, Brawl Stars, achieved significant commercial success within its first 90 days of global availability, generating $150 million in gross player spending.

  • Supercell's Brawl Stars generated $150 million in global player spending within its first 90 days following its December 12, 2018, worldwide launch.
  • The game maintained an average daily revenue of approximately $1.7 million throughout its first three months on the market.
  • The United States is the leading market for total lifetime revenue at $33 million, accounting for 22% of all player spending.
Sensor TowerMar 2019