Mobile gaming is projected to reach $25 billion in global revenue by 2014, with mobile expected to account for 50% of total game revenues by 2017.
02
The share of paying mobile users in Western Europe and the United States grew from 36% to 46% over the last two years, debunking claims of market saturation.
03
The Amazon Appstore is an undervalued channel, as its users demonstrate a higher propensity to spend money compared to those on Google Play or Apple platforms.
04
Tablet users on devices like the iPad, Windows Surface, and Amazon Fire represent a high-value demographic characterized by higher incomes and increased spending habits.
05
Mobile spenders are typically employed males with children who exhibit high engagement across social media and retail, making them valuable consumers beyond gaming.
06
Big spenders are primarily motivated by competitive advantages in games, whereas minor spenders are driven by entertainment value.
Insights
01
Mobile gaming is projected to reach $25 billion in global revenue by 2014, with mobile expected to account for 50% of total game revenues by 2017.
02
The share of paying mobile users in Western Europe and the United States grew from 36% to 46% over the last two years, debunking claims of market saturation.
03
The Amazon Appstore is an undervalued channel, as its users demonstrate a higher propensity to spend money compared to those on Google Play or Apple platforms.
04
Tablet users on devices like the iPad, Windows Surface, and Amazon Fire represent a high-value demographic characterized by higher incomes and increased spending habits.
05
Mobile spenders are typically employed males with children who exhibit high engagement across social media and retail, making them valuable consumers beyond gaming.
06
Big spenders are primarily motivated by competitive advantages in games, whereas minor spenders are driven by entertainment value.