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Create free accounthello and welcome to is daily I'm John Jordan so the news were looking at today is some research from a company called flurry so flora is a mobile app analytical company basically they have their technology lots of perhaps and they track kind of usage really of what's going on in apps and this time every year they produce a report looking at the growth in mobile app and game k usage over the past 12 months so the interesting thing and we're not we're not the surprising thing this year is it across the entire mobile app sector they saw growth over fifty eight percent so that's compared 2015 2014 growth um kind of i guess as we would have expected this growth was current varied across different an appt cat with so
personalization was did was the biggest kind of growth area that was up a three hundred percent maybe we know that that's obviously that's seen a big growth cuz obviously wasn't very big i guess in 2014 and kind of look down there different categories so can the news apps and entertainment apps can I grew quite a lot and them productivity in utilities and you can go in the cash Brazil kind of group but it was one category that kind of stood out you know strikingly released it out as didn't grow tall actually declined by one percent and that category Wars games so we're four games is the one category the floor is being known kind of analyzing and it is I mean might as well Mercedes it is obviously a decline not very big decline but so he didn't see any growth so I guess the question is it is this an important trend is it just a kind of a weird current one off is these flurries and forage numbers or they any good anyway so let's kind of recap a little bit I'm so this time last year Lori did
this before for 2014 and again games were the slowest growing category so they still growing and they grew 30 sent so weakly this is a trend that's been happening over a number of years that other categories are growing much faster than games can we trust flourish numbers absolutely far as used by probably at the Medical Corps to the third of our developers in 28 flurries SDK is now owned by yahoo so a very reputable company hey Ashley the moment is is it tracks 2.1 billion devices globally says of the a a large chunk of of the world smartphones that's probably all the world smart because I would think probably someone's in China mebane it isn't track but but I'm selling for North America and Europe kind of big markets Japan Korea then it's got a pretty good coverage and good beta and good kind of trend understanding so if
we can come across these figures what what do they actually mean a click the game usage has declined so we can unpick this a little bit so I'm actually what flora is tracking is the number of sessions so usage is a kind of quite broad term but number of sessions is specific obviously you could have this custom some again definition within that so you could have one game or an app that someone opens once for plays who use it for an hour that's kind of equivalent of someone opening a an apple game six times a day and playing it ten minutes but it's still 60 minutes over your chop it up or one has one session and one has ten sessions obviously chop it up into six sessions of ten minutes already chef whichever you wander so to point out floor is only looking here at at session time there saw recession frequency so it could be it could be
some weird trend going on that people are not really playing any more games in terms of sessions but they're playing for longer it floor is not it's not kind of looking at time spent it's just looking at that they don't a frequency but I think the one thing we can point out is that um games grew with it will was the quickest growing Cassidy so when smartphones que me where I first came in and quickly followed by androids and backed by if I app stores you know gaming was was the explosive category that grew much quicker so kind of it's not a surprise that obviously now is the growth within gaming at least obsession frequency has dropped off now this doesn't get kind of apocalyptic about it doesn't mean that kind of mobile games industry is over or we're not talking anything about how much people spend we're talking about from the kind of financial size of the market here we just talking about usage but I think it is important for developers to realize this that they're kind of the easy days of growth selling in North America and
your European market is over now and if we remember 2014 was it was a year where a lot people hadn't played mobile games before were playing games like candy crush and still you know games like clash of clans you know that those games are still massive big franchises but in terms of number people playing them are in decline now so so these are my clash of clans still making a ton of money but it's making more money out of less players now than it was a year ago and I think that's the case for a lot of kind of walk called mature games now so I guess again my pleasure clans or game like came a war or boom beach or candy crush these kind of games now or in overture face not going to suddenly get hundreds of millions more players wear it intends a little more players um hopefully they're going to retain their their players and I make more money out of them but it's kind of a market now we're kind of the early growth has been kind of a consolidated as being concreted us those that's why I am that's what Activision bought King because action can get the rich King has
because King got not battling to moment over and early enough to build a bit of big a big business and so now the mobile mobile game Douglas returneth could have attracted large audiences can ever be clearing it to think clever about what type of games are doing it yes why we sing a lot people hooking up with breads that's why we've seen coming Kim Kardashian all or Katy Perry or James Bond or you know Warcraft instead of them sort of things become kind of bliss is doing or gets most recently kind of Star Wars games heard a lot of stars end up going on because if extolled summer so um the the growth is still there in in financial terms the market still growing but it's much harder to reach as people and people basically if they're gamers they basically play it so many times a day you can't play more than the soap out of times they still he's only 24 hours in the day lots of other things doing the day maybe yeah maybe people got this age now where they had their one hour maybe pushing it to house maybe at weekends bit more and but that kind of play time is now embedded into into their lifestyle and games are now going
to have to compete amongst themselves to kind of get that came time hopefully that means better games for everyone I mean that's the good thing for the consumer makes it harder for developers but good for us so that's the bits daily news today don't forget to subscribe to our YouTube channel and I come back tomorrow Emma's he loses in catch you then
The mobile gaming industry reached a significant inflection point in 2015, as data indicates a one percent decline in total game session frequency compared to 2014. While the broader mobile application sector experienced robust growth of 58 percent during the same period, gaming emerged as the only category to see a contraction in session volume. This trend follows a multi-year deceleration, as gaming previously grew by 30 percent in 2014, consistently trailing the growth rates of other app categories like personalization, news, and productivity.
These findings are based on comprehensive tracking data from Flurry, which monitors usage across 2.1 billion devices globally, primarily covering North America, Europe, Japan, and Korea. The methodology focuses specifically on session frequency rather than total time spent or financial revenue. Consequently, the decline in sessions does not necessarily imply a decrease in total engagement time or market profitability, but rather suggests that the explosive, early-stage growth phase of mobile gaming has concluded in mature markets.
The industry has transitioned into a consolidation phase where major franchises, such as Candy Crush and Clash of Clans, are increasingly monetizing existing, stable user bases rather than acquiring new players at previous rates. As the market reaches saturation, developers are shifting strategies toward brand-led intellectual property and celebrity-driven titles to capture attention in a crowded ecosystem. Ultimately, the data suggests that mobile gaming has become a mature, lifestyle-embedded activity where developers must compete more aggressively for a finite amount of user time, signaling a move away from the rapid, organic user acquisition that characterized the industry's inception.
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