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Article

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.
Sensor TowerJan 2019
Article

Pokémon Quest Revenue on Mobile Reaches $8 Million After One Month

Pokémon Quest achieved significant commercial traction during its initial month of availability, generating over $8 million in worldwide mobile revenue.

  • Pokémon Quest generated over $8 million in global mobile revenue within its first month of release.
  • Japan is the leading market for the game, accounting for 34% of total revenue, followed by the United States at 24% and South Korea at 12%.
  • iOS users drove the majority of spending, contributing 66% of total revenue compared to 44% from Google Play users.
Sensor TowerAug 2018
Article

2018 CESA Games White Paper

The 2018 CESA Games White Paper serves as a comprehensive annual analysis of the computer entertainment industry, providing critical data on market performance, consumer trends, and industry developments.

  • The Japanese domestic home console market (hardware and packaged software) reached a total value of 386.7 billion yen in 2017, up from 314.7 billion yen in 2016.
  • The global home console market (hardware and software) was valued at 2.7881 trillion yen in 2017, showing growth from 2.5794 trillion yen in the previous year.
  • The Japanese domestic market for smart device game apps reached 1.3192 trillion yen in 2017, with China ranking first globally, followed by the United States and Japan.
CESA – Computer Entertainment Supplier's AssociationJul 2018
Article

Family Guy: Another Freakin' Mobile Game Revenue Surpasses $30 Million

Family Guy: Another Freakin' Mobile Game has achieved significant commercial success, surpassing $30 million in worldwide gross revenue since its launch in April 2017.

  • Jam City's match-3 title 'Family Guy Another Freakin Mobile Game' has generated over $30 million in worldwide gross revenue since its launch in April 2017.
  • The United States is the primary market for the game, accounting for approximately 76% of total revenue, followed by Great Britain at 9%.
  • Player spending is relatively balanced across mobile platforms, with 55% of revenue originating from iOS users and 45% from Google Play.
Sensor TowerJul 2018
Article

First Week Pokémon Quest Revenue Reaches $3 Million on Mobile, Downloads Hit 3.5 Million

Pokémon Quest demonstrated strong initial market performance following its mobile launch in late June 2018.

  • Pokémon Quest generated $3 million in global player spending across the App Store and Google Play during its first seven days of mobile availability.
  • The title achieved 3.5 million total mobile downloads within its first week of release.
  • Apple's App Store accounted for 56% of total revenue, while Google Play contributed the remaining 44%.
Sensor TowerJul 2018
Cover of Top In-App Advertisers of Q1 2018: Android Game Category
Article

Top In-App Advertisers of Q1 2018: Android Game Category

This analysis identifies the top in-app advertisers within the Android gaming category for the first quarter of 2018.

  • Toon Blast by Peak Games was the leading in-app advertiser on Android for the entirety of Q1 2018, consistently maintaining the top position across January, February, and March.
  • The most active in-app advertising categories throughout the quarter were Puzzle and Role Playing games.
  • Lords Mobile by IGG.com secured the second position in February and March 2018, while Job Hunt Heroes: Idle RPG by 4 S Games held the third position during the same two-month period.
AppticaApr 2018
Cover of Legendary: Game of Heroes - A Master Class in Live Operations
Article

Legendary: Game of Heroes - A Master Class in Live Operations

The mobile title Legendary: Game of Heroes serves as a primary case study for effective live operations in the match-3 RPG genre.

  • Legendary: Game of Heroes achieved consistent month-over-month growth for over 18 months by utilizing a highly sophisticated live operations model that outperformed established competitors like Puzzle & Dragons and Marvel Puzzle Quest.
  • The core weekly event loop centers on Slayer and Commander events, where players defeat scaling bosses to earn rewards, driving engagement through a combination of individual league-based leaderboards and global guild rankings.
  • Monetization is driven by an aggressive content treadmill featuring weekly 'step gacha' packs, which guarantee specific hero cards at defined steps (e.g., a 3 hero at step 2 and a 5 hero at step 6) to create both low-level currency sinks and high-level spending incentives.
Deconstructor of FunFeb 2018
Cover of Top In-App Advertisers of Q4 2017: Android, Game Category
Article

Top In-App Advertisers of Q4 2017: Android, Game Category

This analysis identifies the leading mobile game advertisers on the Android platform during the fourth quarter of 2017, focusing on in-app advertising impressions.

  • In Q4 2017, the mobile gaming advertising landscape on Android was dominated by the Puzzle and Role Playing (RPG) genres.
  • Block Puzzle Jewel by Hua Weiwei and Empires & Puzzles: RPG Quest by Small Giant Games maintained stable, leading positions in in-app advertising impressions throughout the quarter.
  • New major advertisers entered the top 10 rankings in December 2017, including Coin Master (Moon Active), Lords Mobile (IGG.COM), and Lineage 2: Revolution (Netmarble Games).
AppticaFeb 2018
Article

2005 CESA Games White Paper: Spring 2005 Survey

The 2005 CESA Games White Paper and the accompanying CESA Network Game & Mobile Phone Game Content User Survey Report provide a comprehensive overview of the Japanese computer entertainment industry as of mid-2005.

  • The total domestic market size for hardware and software in Japan reached 436.1 billion yen, with combined shipments totaling 909.1 billion yen (468.4 billion yen for software and 440.7 billion yen for hardware).
  • The 2004 domestic market for paid network games was valued at 16.5 billion yen.
  • Dragon Quest VIII (PS2) was the top-selling title of 2004, achieving 3.6 million units shipped by the end of the year.
CESA – Computer Entertainment Supplier's AssociationJul 2005
Cover of Japan: Game Market Insights 2026
Article

Japan: Game Market Insights 2026

Japan remains a cornerstone of the global gaming industry, characterized by high-value player engagement and a robust ecosystem that spans mobile, PC, and console platforms.

  • The Japanese mobile gaming market generated over $10 billion in in-app purchase (IAP) revenue during the 12-month period ending July 2026.
  • Japanese mobile gamers accounted for nearly 17 billion hours of total playtime and 585 million game downloads during the same 12-month period.
  • Mobile genre performance is segmented by function, with Puzzle games leading in total downloads, while RPG and Strategy titles command the highest revenue shares.
Sensor Tower
Cover of Gamescom 2018: Square Enix Line-up
Article

Gamescom 2018: Square Enix Line-up

Square Enix utilized Gamescom 2018 to showcase a significant portfolio of upcoming titles, emphasizing its strong presence in the German market.

  • Square Enix showcased a major 2018 release portfolio at Gamescom 2018, utilizing a 1,500-square-meter booth in Hall 9.1.
  • The exhibition featured over 200 individual playstations to provide hands-on demonstrations for attendees.
  • The primary lineup included high-profile titles such as Kingdom Hearts III, Shadow of the Tomb Raider, Dragon Quest XI, Just Cause 4, Final Fantasy XIV, and the premiere of Life is Strange 2.
Gamecity Hamburg
Cover of Crumbling Is a Small but Innovative VR Game: Germany
Article

Crumbling Is a Small but Innovative VR Game: Germany

The development of the virtual reality game Crumbling, led by Ole Jürgensen and technical artist Leonie Brosz, represents an effort to address the physical exhaustion and immersion challenges common in contemporary VR gaming.

  • Developers Ole Jürgensen and Leonie Brosz are creating 'Crumbling,' a VR roguelike that utilizes an overhead, diorama-style perspective to mitigate physical fatigue and improve immersion.
  • The project is currently supported by the Games Lift Incubator in Hamburg, which provides the team with mentorship, financial planning, and marketing strategy.
  • The game features a highly stylized visual aesthetic designed for modular character customization and efficient asset production to compete in the VR market.
Gamecity Hamburg