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Candy Crush Series Revenue Reached Nearly $120 Million Last Month: With Help from Friends
The Candy Crush franchise continues to demonstrate significant financial momentum, achieving nearly $118 million in global gross revenue during February 2019.
- The Candy Crush franchise generated over $118 million in global gross revenue during February 2019, representing a 20 percent increase compared to February 2018.
- The original Candy Crush Saga remained the primary revenue driver, contributing nearly $74 million and achieving 36 percent year-over-year growth.
- Candy Crush Soda Saga generated approximately $27.4 million in revenue, while Candy Crush Jelly Saga contributed $5.1 million.
Pokémon Franchise Games Catch $2.5 Billion on Mobile to Date, Downloads Top 640 Million
The Pokémon franchise has achieved significant commercial success on mobile platforms, generating $2.5 billion in global consumer spending and accumulating 640 million downloads since 2014.
- The Pokémon franchise has generated $2.5 billion in total mobile revenue across six titles, with Pokémon GO accounting for approximately 98% ($2.45 billion) of that total.
- Global installs for the franchise’s mobile titles have reached nearly 640 million since 2014, with Pokémon GO contributing 550 million, or 86%, of those downloads.
- The United States is the top-grossing market for the franchise, generating $875 million (35% of total revenue), followed by Japan with $725 million (29%).
Financial Results Briefing for FY2019 First Quarter Transcript
This financial briefing outlines the performance and strategic direction of GREE, Inc. for the first quarter of fiscal year 2019.
- GREE reported Q1 FY2019 net sales of 18.2 billion yen and an operating income of 1.6 billion yen, exceeding internal forecasts despite a quarter-on-quarter sales decline caused by the absence of previous major title anniversaries.
- Net income grew significantly compared to the previous period, driven by the sale of investment securities and the lack of recurring impairment losses.
- The company is shifting its gaming strategy toward self-distribution in North America, South Korea, and Taiwan for titles like DanMachi to improve profit margins compared to partner-led models.
Candy Crush Friends Saga Revenue Hits $50 Million
Candy Crush Friends Saga, the latest installment in King’s flagship puzzle franchise, reached $50 million in worldwide gross revenue within 140 days of its October 2018 global launch.
- King's Candy Crush Friends Saga surpassed $50 million in worldwide gross revenue 140 days after its October 10, 2018, global launch.
- The United States is the primary revenue driver for the game, accounting for approximately 61% of total spending, or $30.5 million.
- The game reached the $50 million milestone slower than its predecessor, Candy Crush Jelly Saga, which hit the same mark in 85 days.
Minecraft Earned $110 Million on Mobile in 2018: Its Best Year Yet
Minecraft achieved its most profitable year on mobile platforms in 2018, generating over $110 million in global revenue.
- Minecraft generated over $110 million in global mobile revenue during 2018, marking its most profitable year to date.
- Annual mobile revenue for the title grew 7% year-over-year, increasing from approximately $103 million in 2017.
- The United States was the largest market for Minecraft mobile spending in 2018, accounting for 48% of total revenue or roughly $52.8 million.
Destiny vs. Warframe - $500 Million in Free Marketing - Extra Credits
The core thesis posits that a lack of cohesive vision and tonal consistency in game development can lead to significant market failure, effectively allowing competitors to capture a dissatisfied player base.
- A lack of cohesive vision and tonal consistency in game development creates market vulnerabilities that allow competitors to capture dissatisfied player bases.
- Destiny’s failure to define its identity, oscillating between a standard console release and a service-based MMO, resulted in a disconnect between marketing promises and actual player experience.
- Warframe successfully captured the looter-shooter market by maintaining a consistent, communicable core identity as a fast-paced, dark sci-fi action game.
Brawl Stars Revenue Shoots Past $100 Million After Two Months
Supercell’s mobile title Brawl Stars achieved significant commercial success within its first two months of global release, surpassing $110 million in worldwide consumer spending.
- Supercell's Brawl Stars generated approximately $110 million in global consumer spending within 60 days of its December 12, 2018, worldwide launch.
- The game reached the $100 million revenue milestone just two months after its global release, following a 1.5-year soft launch period.
- January 2019 was the game's strongest revenue month to date, with $51 million in spending, representing a 24% increase over December 2018 earnings.
PUBG Mobile Revenue Shot Past $14 Million Last Week, Its Best Since Launch
PUBG Mobile achieved a significant financial milestone during the week of January 14, 2019, recording its highest weekly revenue since the game’s launch.
- PUBG Mobile achieved its highest weekly revenue to date, generating $14 million globally for the week of January 14, 2019.
- The revenue spike was primarily driven by the January 18 launch of the game's fifth Royale Pass season.
- Weekly revenue more than doubled compared to the previous week's $6.7 million and exceeded the previous record of $12.8 million set in November 2018 by nearly 10 percent.
Pokémon Quest Catches 10 Million Downloads, $9.5 Million in Player Spending
The mobile game Pokémon Quest achieved a significant performance milestone within its first seven months of global availability, reaching 10 million total installs and generating approximately $9.5 million in player spending across the Apple App Store and Google Play.
- Pokémon Quest reached 10 million global downloads and $9.5 million in gross revenue within approximately seven months of its June 24, 2018, launch.
- The title ranks as the fourth highest-grossing Pokémon mobile game, trailing Pokémon GO ($2.27 billion), Pokémon Shuffle Mobile ($21.8 million), and Pokémon Duel ($21.6 million).
- Japan leads in player spending with $3 million (32% of total revenue), while the United States accounts for the highest volume of downloads at 2.2 million.
Brawl Stars Surpassed $63 Million Grossed in Its First Month
Supercell’s mobile title, Brawl Stars, achieved a significant commercial milestone by grossing over $63.4 million during its first month of global availability.
- Supercell's Brawl Stars grossed over $63.4 million globally in its first month following its December 12, 2018, worldwide launch.
- The game generated an average of nearly $2 million in daily player spending during its first 30 days of global availability.
- The United States was the top-performing market, contributing approximately $16.5 million, or 26% of the total first-month revenue.
Candy Crush Players Spent $4.2 Million Per Day Last Year: Pushing the Franchise's 2018 Total Past $1.5 Billion
The Candy Crush franchise demonstrated significant financial resilience and growth throughout 2018, generating over $1.5 billion in global gross revenue.
- The Candy Crush franchise generated over $1.5 billion in gross revenue in 2018, averaging approximately $4.2 million in daily player spending across the App Store and Google Play.
- Total franchise revenue grew by 6.5% year-over-year in 2018, supported by a 17% increase in new mobile players, totaling nearly 230 million new installs.
- The original 2012 Candy Crush Saga remains the primary revenue driver, accounting for 63% of the franchise's total 2018 earnings with $945 million, a 10% increase over 2017.
Brawl Stars Revenue Shoots Past $10 Million in One Week
Supercell’s multiplayer title, Brawl Stars, achieved significant commercial success following its global release in December 2018.
- Supercell’s Brawl Stars generated over $10 million in global revenue during its first seven days of worldwide release in December 2018.
- The game reached approximately 15 million installs within its first week of global availability.
- The United States was the top-performing market, contributing $3 million (30%) of total revenue, followed by Japan at $1.6 million (16%).