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Mobile Dev Memo
The mobile game publishing landscape is undergoing an evolution as the market matures and competition for user attention intensifies. Growth in the mobile gaming sector is slowing.
Slowing Growth. Mobile game revenue growth is projected to slow to approximately 14.5% annually through 2021.
Mobile game publishing still largely follows a revenue-share model borrowed from boxed-goods distribution, with the publisher as distributor and the developer as content creator. Eric Seufert argues in this February 2017 analysis that this arrangement no longer fits the mobile ecosystem, where relationships with Apple and Google alone do not guarantee success. Some publishers lock developers into lengthy contracts that offer little beyond platform introductions and provide no marketing support once featuring ends, leaving games to decline.
The market backdrop is one of maturation and intensifying competition. Overall mobile app revenue grew 40% year over year from 2015 to 2016, but much of it flowed to established companies with large user bases, some of which are becoming distribution platforms themselves. Digi-Capital projects games revenue growth slowing to about 14.5% annually through 2021, while consolidation rises and investment volume sits at its lowest level since 2010. Rising mobile marketing spend makes a large existing user base a significant competitive advantage, which raises the importance of capable publishers.
The central recommendation is that developers evaluate deals on distribution, analytics, and platform relationships, with the focus here on distribution, defined as performance marketing financed by the publisher. Marketing budgets are typically unlocked at milestones such as soft launch and global launch, with explicit gate criteria, usually retention benchmarks (Day 1, 14, and 30) or profitability thresholds on acquisition in test territories. A minimum global launch budget should be committed if the criteria are met. Publishers should run user acquisition in-house with their own technology, keep PR and other non-performance services separate from the acquisition budget, report projected ROI on monthly spend, and be scrutinized on whether cross-promotion is prioritized for the published game and reaches relevant users.
Financially, publishers usually recoup all marketing spend before sharing revenue, which can conflict with a developer's cash flow needs if the publisher reinvests aggressively. A cap on marketing spend as a percentage of revenue, with developer consent required above it, can mitigate this. Seufert sees the model evolving as some publishers and non-publishers, such as banks offering credit lines, separate financing from publishing services through "UA fund" debt structures. This de-risks publishing, spreads risk across more titles, and may open the market to new entrants and fairer terms.
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