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Cover of EU Court Ruling to Alleviate Crunch Problem in Game Industry
Article

EU Court Ruling to Alleviate Crunch Problem in Game Industry

A 2019 European Court of Justice (ECJ) ruling mandates that employers within the European Union implement objective, reliable, and accessible systems to track the daily working hours of their staff.

  • The European Court of Justice (ECJ) ruled that all EU employers must implement an objective, reliable, and accessible system to track the daily working hours of every employee.
  • This ruling is designed to enforce the EU Working Time Directive, which mandates a maximum 48-hour work week and a minimum of 11 consecutive hours of rest per 24-hour period.
  • The regulation is expected to come into force on January 1, 2020, requiring game companies to formalize time-tracking to avoid legal liability for excessive crunch.
Game World ObserverMay 2019
Article

Tencent's PUBG Mobile Grossed More than Fortnite for the First Time in January

In January 2019, Tencent’s PUBG Mobile achieved a significant milestone by surpassing Epic Games’ Fortnite in global mobile revenue for the first time.

  • In January 2019, PUBG Mobile grossed $45.2 million worldwide across the App Store and Google Play, surpassing Fortnite's mobile revenue of $37.9 million for the first time.
  • PUBG Mobile experienced a 24% month-over-month revenue increase in January, marking its most successful month to date.
  • Fortnite mobile revenue experienced a significant downturn in January, recording a 45% month-over-month decline.
Sensor TowerFeb 2019
Article

PUBG Mobile Revenue Grew 166% Last Week, Surpassing Fortnite for the First Time on iOS

PUBG Mobile experienced a significant surge in financial performance during the week of November 19, 2018, marking a pivotal shift in the competitive landscape of the mobile battle royale genre.

  • During the week of November 19, 2018, PUBG Mobile worldwide player spending grew 166% to $12 million, marking its first time surpassing Fortnite in revenue since monetization began in April.
  • PUBG Mobile's $12 million weekly revenue outperformed Fortnite's iOS earnings by 43% during the same period.
  • On the iOS platform specifically, PUBG Mobile generated an average of $1.7 million per day compared to $1.2 million for Fortnite.
Sensor TowerNov 2018
Cover of It’s Time to Re-think A/B Testing
Article

It’s Time to Re-think A/B Testing

The transition from frequentist null hypothesis significance testing (NHST) to Bayesian statistics offers a more effective framework for A/B testing in free-to-play (F2P) mobile gaming.

  • Pixel Federation transitioned from frequentist Null Hypothesis Significance Testing (NHST) to Bayesian A/B testing to improve the interpretability and business utility of their game feature experiments.
  • Frequentist p-values are often misunderstood by non-technical stakeholders and offer no actionable conclusion when results are statistically insignificant, leading to wasted testing resources.
  • Bayesian testing provides more intuitive metrics, such as the probability that version B is better than A and the expected loss, allowing for informed decision-making even when data is limited.
Mobile Dev MemoOct 2018
Article

Bread and Games: Playing Is, and Has Always Been, a Political Act

The intersection of entertainment, politics, and corporate strategy serves as a primary focus for analyzing the modern media landscape.

  • Gaming is increasingly treated as a mainstream media category rather than a siloed vertical, evidenced by YouTube folding its dedicated gaming app back into its main platform to leverage 200 million daily unique visitors.
  • European gambling authorities are moving toward stricter regulations for younger audiences due to the blurring lines between interactive gaming and gambling, specifically regarding loot boxes and skin betting.
  • AT&T is pivoting its post-merger WarnerMedia strategy toward aggressive, data-driven content spending to compete directly with Netflix.
SuperJoostSep 2018
Cover of Ubisoft Decides to Invest Additional Development Time in Three Games
Article

Ubisoft Decides to Invest Additional Development Time in Three Games

Ubisoft is extending development timelines for three upcoming titles to prioritize product quality and long-term engagement.

  • Ubisoft has raised its fiscal 2017-18 non-IFRS operating margin guidance to a record 16.5%, up from the previous 15.9% projection.
  • Development timelines for three titles are being extended to prioritize quality, including a one-month delay for Far Cry 5 to March 2018 and shifting The Crew 2 to the first half of fiscal 2018-19.
  • One of three planned unannounced franchise games has been delayed to fiscal 2019-20, following the successful strategy of extending development time for Assassin’s Creed Origins.
UbisoftDec 2017
Cover of Limited Time Events in Japanese Mobile Games: From Sakura to Matsuris
Article

Limited Time Events in Japanese Mobile Games: From Sakura to Matsuris

Japanese mobile game developers utilize a sophisticated calendar of limited-time events to drive engagement and monetization throughout the second and third quarters of the year.

  • Japanese mobile game developers leverage cultural milestones and seasonal shifts in Q2 and Q3 to drive engagement through themed UI designs, limited-time items, and specialized gacha character variants.
  • Golden Week (April 29th to May 5th) serves as a primary monetization window, where developers capitalize on increased player free time during the national holiday by launching aggressive limited-time IAP offers and campaigns.
  • The start of the Japanese school year in April is a major recurring event theme, featuring school-related levels and character skins that resonate with the cultural significance of the academic calendar.
GameRefineryFeb 2017
Article

Pokémon GO Hit 50 Million Downloads in Record Time, Now at More Than 75 Million Worldwide

Pokémon GO achieved unprecedented growth in the mobile gaming sector during July 2016, setting a new record for the fastest title to reach 50 million worldwide downloads.

  • Pokémon GO reached 50 million worldwide downloads in just 19 days, setting a record as the fastest mobile game to hit that milestone on both iOS and Android.
  • As of July 2016, the game has surpassed 75 million total global installs across Apple and Google platforms.
  • The game achieved this growth while being available in only 32 of the more than 100 available App Store and Google Play markets.
Sensor TowerJul 2016
Article

Mobile Users Are Spending More Time in Pokémon GO Than Facebook

The rapid adoption of Pokémon GO in July 2016 demonstrated significant shifts in mobile user engagement patterns. By analyzing proprietary usage data from the U.S.

  • As of July 11, 2016, the average iPhone user spent 33 minutes per day in Pokémon GO, surpassing the daily engagement time of Facebook (22 minutes) and Snapchat (18 minutes).
  • Pokémon GO reached 15 million total installs across the App Store and Google Play shortly after its U.S. launch.
  • While Pokémon GO outperformed major social media platforms in daily engagement, it trailed other mobile gaming titles, such as Game of War (nearly 2 hours) and Candy Crush Saga (43 minutes).
Sensor TowerJul 2016
Article

3 Time-Sensitive Strategies for Ranking on the Google Play Android Games Top Charts

The primary objective is to provide actionable strategies for mobile game developers to improve their visibility on Google Play Top Charts following the platform's category expansion in early 2014.

  • Developers can improve their chances of reaching the Top Charts by targeting less competitive categories such as Adventure, Board, Casino, Educational, Family, Music, Trivia, or Word.
  • The Paid Top Charts offer a significantly lower barrier to entry than Free charts, with some apps achieving high rankings with fewer than 5 downloads and 1 review.
  • In contrast to the Paid charts, the Free Action category is highly saturated, with top-ranking games requiring between 20,000 and 2 million reviews.
Sensor TowerApr 2014
Cover of The Lifetime Customer Value / Cost Per Acquisition Spread
Article

The Lifetime Customer Value / Cost Per Acquisition Spread

The Lifetime Customer Value (LCV) to Cost Per Acquisition (CPA) spread serves as a fundamental metric for evaluating the profitability of user acquisition in the mobile freemium industry.

  • Averages are ineffective for calculating the LCV/CPA spread in freemium models because they create theoretical profit margins that often do not reflect actual user behavior.
  • LCV must be calculated using dynamic, real-time data—such as trailing 2-week ARPU and retention rates—rather than static cohort-based models to remain relevant to current market conditions.
  • Developers must segment LCV and CPA by geography, as high-value markets require higher acquisition spending to avoid artificial revenue ceilings, while low-value markets require lower spending to prevent over-investment.
Mobile Dev MemoOct 2012
Cover of Esports Charts Launches EWC 2026 Viewership Hub With Real-Time Data
Article

Esports Charts Launches EWC 2026 Viewership Hub With Real-Time Data

Esports Charts has introduced a real-time viewership hub dedicated to the 2026 Esports World Cup (EWC) in Paris, positioning itself as a central analytics resource for the industry.

  • Esports Charts launched a dedicated EWC 2026 Viewership Hub on July 3, 2026, to provide real-time audience data, daily updates, and news for the Esports World Cup 2026.
  • The EWC 2026 Viewership Hub aggregates data for all tournaments within the seven-week event, allowing for comparison of audience performance across different game titles and access to match results and official livestreams.
  • The Esports World Cup 2026 officially begins on July 6th, and the hub will update audience data in real time from this date.
Esports Charts