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Nickelodeon

CompanyUnited States

7 documents in the library are about Nickelodeon, from writers such as DappRadar, GameDiscoverCo and PocketGamer.biz. Each has a summary and key insights with the page they come from.

Documents
7
newest 9 Oct 2026
Steam revenue
$31K
estimate, its games

Connections

The documents about Nickelodeon on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as publisher
$31K
1 games
Revenue as developer
$31K
1 games
Units sold
3,499
as publisher or developer
Headquarters
United States

Nickelodeon’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
Teenage Mutant Ninja Turtles: Portal PowerDeveloper and Publisher2017$31K3,499

Documents about Nickelodeon

Cover of Mobile & F2P | Jordan Blackman | Why the Best Games Are Winning by Squeezing Less | DD 2026
40 min
Digital Dragons40 min

Mobile & F2P | Jordan Blackman | Why the Best Games Are Winning by Squeezing Less | DD 2026

The mobile gaming industry is undergoing a fundamental shift in monetization strategy, moving away from aggressive, friction-based tactics toward a model that prioritizes long-term player engagement.

  • Reducing aggressive monetization 'pinches' can increase both player retention and total revenue simultaneously, contradicting the traditional industry assumption that player satisfaction and business performance are inversely related.
  • Successful monetization redesign requires 'revenue migration,' where removing a friction point (such as level-gating) is balanced by alternative, less intrusive spending opportunities within the game loop.
  • The cost of aggressive monetization is rising because modern players are increasingly sensitive to friction and more likely to churn when they feel over-squeezed, making the traditional 'out-squeeze the competition' strategy less effective.
Digital DragonsOct 2026
Cover of DappRadar Blockchain Industry Report: Highlights of July 2022
Report16 pages

DappRadar Blockchain Industry Report: Highlights of July 2022

The July 2022 DappRadar Blockchain Industry Report analyzes the state of the decentralized application ecosystem during a significant market downturn.

  • Blockchain gaming remains the industry's primary driver, accounting for nearly 60% of all dapp usage with 1 million daily Unique Active Wallets (UAW), an 8% month-over-month increase.
  • DeFi activity hit a yearly low with UAW dropping below 500,000, though Total Value Locked (TVL) recovered 22% to reach $82.3 billion across Ethereum, BNB Chain, and Tron.
  • The NFT market contracted significantly in July 2022, with monthly trading volume falling below $1 billion for the first time in over a year.
DappRadarJul 2022
Cover of Blockchain Industry Report
Report16 pages

Blockchain Industry Report

The report examines the blockchain ecosystem during a prolonged bear market, highlighting how macroeconomic pressures—high U.S. inflation, rising interest rates, and a recessionary environment—have driven investors to withdraw capital from both equity and cryptocurrency markets.

  • Blockchain gaming remains the industry's most resilient sector, accounting for 57.4% of total daily unique active wallet (UAW) activity with 1 million daily UAW and $857 million in transactions.
  • Total Value Locked (TVL) in DeFi showed signs of recovery in July, increasing 22% to $82.3 billion across major networks like Ethereum, BNB Chain, and Polygon.
  • NFT trading volume dropped 25% month-over-month to below $1 billion, while OpenSea’s market share eroded significantly from 84% to 58.6% due to competition from new entrants like GameStop and Nickelodeon.
DappRadarJan 2022
Article

Plus: Why Did Inscryption Blow Up?

Analysis of recent market trends reveals that the roguelite card battler Inscryption has emerged as a significant breakout success, surpassing initial expectations with 100,000 units sold and 12,500 concurrent users on Steam shortly after launch.

  • Inscryption achieved breakout success with 100,000 units sold and 12,500 concurrent Steam users, driven by the developer's established reputation, a pivot to the popular roguelite card battler genre, and high streamer visibility.
  • Publisher Devolver Digital’s platform-wide following provides a significant marketing advantage for indie titles, acting as a force multiplier for initial launch performance.
  • Recent momentum is a more reliable indicator of commercial success than long-term follower accumulation, as evidenced by titles like Spire of Sorcery failing to convert high historical interest into active players.
GameDiscoverCoOct 2021
Article

Plus: We're Back for Riftbreaker!

This analysis provides a comprehensive overview of current market performance and upcoming trends within the global video game industry, specifically focusing on the Steam, Nintendo Switch, Xbox, and Epic Games Store platforms during October 2021.

  • Back 4 Blood achieved strong commercial performance with 50,000 concurrent users on Steam, proving that day-one availability on Xbox Game Pass does not necessarily cannibalize Steam engagement.
  • The Riftbreaker demonstrated high player satisfaction and market traction, securing 14,000 concurrent users and a 92% positive review rating.
  • Licensed titles with established mechanical foundations, such as Nickelodeon All-Star Brawl, are successfully converting pre-release interest into high rankings across Steam, Switch, and Xbox platforms.
GameDiscoverCoOct 2021
Cover of Augmented reality games for kids – Lessons learned from Sky Whale AR
19 min
PocketGamer.biz19 min

Augmented reality games for kids – Lessons learned from Sky Whale AR

The development of Sky Whale AR, an augmented reality (AR) expansion for a Nickelodeon-branded mobile game, serves as a case study for addressing the technical and ergonomic challenges inherent in creating AR experiences for children.

  • To mitigate physical fatigue in children, AR sessions should be limited to approximately one-minute, high-intensity intervals with minimal edge-based screen interactions.
  • Developers should adopt a non-gated approach to AR, ensuring it remains an optional feature that does not compromise the core 2D gameplay experience, as seen in the April 2018 launch of Nickelodeon's Sky Whale AR.
  • Rather than relying on unreliable surface detection, developers should prioritize device movement as the primary control input to improve tracking consistency.
PocketGamer.bizJun 2018
Cover of The challenges and potential of the expanding kids games market
17 min
PocketGamer.biz17 min

The challenges and potential of the expanding kids games market

The children’s mobile gaming market represents a rapidly expanding segment of the industry, driven by the increasing prevalence of tablets among younger demographics.

  • Regulatory compliance with COPPA in the US and strict EU guidelines necessitates a fundamental shift in development, as these laws prohibit standard third-party advertising SDKs and retargeting for users under 16.
  • Monetization in the kids' sector has moved away from freemium and consumable-based models toward premium, paid, and subscription-based services to address parental concerns regarding data privacy and unexpected in-app purchases.
  • Brand identity acts as a primary discovery tool and trust signal, with major franchises like Disney and Nickelodeon and mobile-first brands like Toca Boca dominating the market.
PocketGamer.bizJan 2016