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Cover of Halloween Fuels Horror Games on Live Streaming
Article

Halloween Fuels Horror Games on Live Streaming

The live streaming industry increasingly leverages Halloween as a strategic marketing period to drive engagement, mirroring trends in film and music.

  • Horror games generated 836 million hours watched across Twitch, YouTube, and Kick over the past 12 months, despite accounting for only 1.2 million hours of total airtime.
  • Halloween significantly boosts engagement, with horror game viewership doubling from September to October 2024 and accounting for 4.7% of all live-streaming viewership during that month.
  • Dead by Daylight is the dominant title in the genre, accounting for 28.5% of all horror game viewership over the past year with 238 million hours watched.
Stream HatchetOct 2024
Cover of How He Made $3,000,000 From His Indie Game — Full Time Game Dev Podcast Ep. 020
71 min
Thomas Brush71 min

How He Made $3,000,000 From His Indie Game — Full Time Game Dev Podcast Ep. 020

The indie game industry offers significant financial potential for developers who prioritize unique creative visions and sustainable production models.

  • Early Access is a viable strategy for long-term development, as evidenced by Lens Island growing to ten times its initial scope during a three-year Early Access period.
  • Steam treats an Early Access launch and a 1.0 full release as two distinct opportunities for store visibility, providing developers with two separate chances to gain traction and exposure.
  • The conversion rate of wishlists decreases over time, meaning a large pool of wishlists accumulated over several years may be less effective than a smaller, more recent pool generated during a Steam Next Fest.
Thomas BrushOct 2024
Cover of Overwolf, Twitch & Roblox Hit Top of U.S. Comscore Gaming Properties
Article

Overwolf, Twitch & Roblox Hit Top of U.S. Comscore Gaming Properties

Overwolf has achieved a significant milestone by reaching the fourth position on the Comscore U.S. Gaming Properties list as of August 2024.

  • Overwolf reached the 4th spot on Comscore’s U.S. Gaming Properties list in August 2024, driven by a 20% month-over-month growth in reach.
  • The platform now serves over 100 million unique monthly gamers across its ecosystem of desktop apps, mods, servers, and premium gaming websites.
  • The acquisition of Nitro (formerly NitroPay) expanded Overwolf’s reach to over 500 premium gaming websites, including Liquipedia.net and Maxroll.gg.
OverwolfOct 2024
Cover of WeChat Mini-Games: Exploring the World of Mini-Games with Lemon!
44 min
Two & a Half Gamers44 min

WeChat Mini-Games: Exploring the World of Mini-Games with Lemon!

The Chinese mini-game market has emerged as a high-growth sector, characterized by a 48% increase in market size during 2023 and a projected reach of 400 million monthly active users by 2024.

  • The Chinese mini-game market grew by 48% in 2023 and is projected to reach 400 million monthly active users by 2024.
  • Successful mini-games are now complex, fully featured experiences developed by lean teams of 5 to 30 people within accelerated two-to-three-month production cycles.
  • Loot Box RPGs dominate the market, accounting for approximately one-third of total revenue through addictive progression loops and meta-systems.
Two & a Half GamersSep 2024
Article

The Best Games from GMTK Game Jam 2024

The GMTK Game Jam 2024 challenged 32,000 participants to develop games within a four-day timeframe based on the theme "Built to Scale."

  • The GMTK Game Jam 2024 achieved record-breaking participation with 32,000 developers submitting 7,600 games over a four-day period on Itch.io.
  • The event’s theme, 'Built to Scale,' challenged developers to create mechanics centered on size and dimension, resulting in 20 standout titles selected from an initial pool of 100 top-rated entries.
  • Successful entries demonstrated that constrained four-day development cycles can produce high-quality, mechanically diverse games across genres like physics-based platformers and grid-based puzzles.
Game Maker's ToolkitSep 2024
Cover of Zenless Zone Zero: Mobile Performance and Comparison to Genshin Impact and Honkai: Star Rail
Article

Zenless Zone Zero: Mobile Performance and Comparison to Genshin Impact and Honkai: Star Rail

Zenless Zone Zero, the latest action RPG from miHoYo, achieved a significant global launch on July 4, 2024, generating $3.69 million in mobile in-app purchase revenue within its first 24 hours.

  • Zenless Zone Zero generated $3.69 million in mobile IAP revenue during its first 24 hours following its July 4, 2024, global launch.
  • The game's initial 24-hour mobile revenue trailed miHoYo's previous hits, with Genshin Impact earning $4.6 million and Honkai: Star Rail earning $8.3 million during their respective launch days.
  • China is the primary market for the title, contributing 57.6% of total revenue, followed by Japan at 19.7% and the US at 11%.
Game World ObserverJul 2024
Cover of Setting the Hype for Elden Ring: Shadow of the Erdtree with Redbull
Article

Setting the Hype for Elden Ring: Shadow of the Erdtree with Redbull

The Red Bull Levels event, organized to celebrate the launch of the Elden Ring: Shadow of the Erdtree expansion, serves as a primary case study for the efficacy of brand-sponsored live-streaming activations.

  • The 'Red Bull Levels' event, held to celebrate the launch of the Elden Ring: Shadow of the Erdtree DLC, generated 324,000 hours watched.
  • The event reached a peak viewership of 80,800 concurrent viewers over a duration of nearly five hours.
  • The broadcast featured prominent gaming influencers, including Emiru from OTK, to showcase the new DLC content through competitive challenges.
Stream HatchetJun 2024
Article

Unlocking AAA Game Success: Marketing Strategies That Made Hogwarts Legacy and Diablo IV Bestsellers

Effective marketing strategies were a primary driver behind the success of the highest-grossing PC and console games of 2023.

  • Hogwarts Legacy achieved 22 million copies sold by the end of 2023 by strategically launching on PS5, Xbox Series X, and PC during the first quarter, a period with minimal AAA competition.
  • Hogwarts Legacy utilized a three-phase marketing strategy consisting of pre-order campaigns, a primary launch, and subsequent secondary platform releases for PS4 and Nintendo Switch.
  • Diablo IV successfully utilized platform-specific creative, employing gameplay footage with trending music for TikTok’s younger demographic while using visually striking live-action creative for YouTube.
Sensor TowerJun 2024
Cover of Total Battle War Strategy: $600k/day revenue 4X genre success with innovative onboarding
52 min
Two & a Half Gamers52 min

Total Battle War Strategy: $600k/day revenue 4X genre success with innovative onboarding

Total Battle has emerged as a dominant force in the 4X strategy genre, achieving a remarkable revenue milestone of $600,000 in daily mobile in-app purchases as of mid-2024.

  • Total Battle, developed by Scorewarrior, has achieved a daily mobile revenue of $600,000 and monthly earnings of $14 million as of mid-2024.
  • The game sustains long-term commercial relevance in a saturated 4X market by utilizing a modular onboarding process that transitions casual players into complex strategy gameplay through a safe, scripted simulation environment.
  • Monetization is anchored by a 'pay or lose' loop featuring a unique temple resurrection system that imposes strict time windows for troop revival, creating consistent spending pressure.
Two & a Half GamersJun 2024
Cover of Insights into Global Mobile Game Marketing & Ad Spend Trends for H1 2024
Report71 pages

Insights into Global Mobile Game Marketing & Ad Spend Trends for H1 2024

The global mobile gaming landscape in the first half of 2024 is defined by a strategic pivot toward hybrid-casual and subscription-based models as developers seek stable revenue and higher user lifetime value.

  • Monthly active advertisers in mobile gaming grew 33.7% year-over-year in H1 2024, surpassing 55,000 total advertisers.
  • Rewarded playtime has become a primary monetization driver, generating eCPMs 2.7 times higher than standard ad formats.
  • Video remains the dominant ad medium at 77% of total formats, though average monthly creatives per advertiser dropped to 105 as AI-generated imagery gains traction.
SocialPetaJun 2024
Cover of Is Monopoly GO profitable? GameMakers x 2.5 gamers crossover
55 min
Two & a Half Gamers55 min

Is Monopoly GO profitable? GameMakers x 2.5 gamers crossover

The mobile gaming industry currently lacks a standardized framework for defining profitability, a challenge exemplified by the financial performance of Monopoly GO.

  • Defining profitability in the mobile games industry is highly subjective, as it depends on whether one accounts for operational costs, royalty fees for licensed IP, and the specific UA payback model used.
  • Rumors regarding Monopoly GO's daily marketing spend vary significantly, ranging from $1 million to $2.5 million per day since its global launch.
  • Industry estimates suggest that Monopoly GO's user acquisition (UA) strategy has shifted over time, with paid installs moving from as high as 90% of total volume down to approximately 60%.
Two & a Half GamersMay 2024
Cover of Financial Results Q1 2024
Financial report15 pages

Financial Results Q1 2024

PCF Group S.A. reported its financial results for the first quarter of 2024, highlighting a period of significant revenue growth and improved profitability.

  • PCF Group achieved a net profit of 11.0 million PLN in Q1 2024, a significant turnaround from the 0.9 million PLN net loss recorded in Q1 2023.
  • Quarterly revenue grew to 56.9 million PLN, up from 34.9 million PLN in the prior year, driven by the release of Bulletstorm VR and progress on Project Maverick.
  • EBITDA rose to 11.0 million PLN, compared to 3.0 million PLN in Q1 2023, reflecting a disciplined cost approach alongside higher revenue.
PCF GroupMay 2024