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Animal Crossing

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Documents about Animal Crossing

Cover of Is the Video Game Industry Recession-Proof?
Article

Is the Video Game Industry Recession-Proof?

The video game industry demonstrates significant resilience during economic downturns, though it is not entirely immune to broader financial instability.

  • The video game industry demonstrates resilience during economic downturns, as evidenced by the 2008 financial crisis where major publishers like Activision Blizzard, Ubisoft, and EA saw revenues bounce back by 2% in 2009 and 9% in 2011 following an initial 8% decline.
  • During the 2020 COVID-19 lockdowns, consumer spending on console and PC games, hardware, and peripherals in Western Europe surged by 36%, representing an additional €409 million in revenue.
  • Modern gaming business models, such as free-to-play titles and live services, provide revenue flexibility that caters to varying consumer budgets; for example, EA generated $3.6 billion from live services in FY20, accounting for two-thirds of its total revenue.
SparkersJul 2020
Article

Unity Readies up for IPO Roadshow: Can It Get Out of Epic's Shadow?

This industry analysis examines the strategic positioning of major gaming entities during a period of significant transition in early 2020.

  • Unity Technologies is preparing for an IPO with $500 million in revenue while attempting to differentiate itself from Epic Games through acquisitions like Bolt and Finger Food and expansion into non-gaming verticals.
  • Tencent’s online game revenue grew 31% year-over-year to $5.3 billion, highlighting strong performance in the Asian market during early 2020.
  • Sony’s annual gaming revenue declined 14% to $18 billion as the PlayStation 4 lifecycle ended, though its PlayStation Plus service reached 41.5 million subscribers.
SuperJoostMay 2020
Cover of Animal Crossing: Pocket Camp Earns $7.9 Million in April
Article

Animal Crossing: Pocket Camp Earns $7.9 Million in April

The mobile title Animal Crossing: Pocket Camp experienced a significant performance surge in April 2020, achieving its highest monthly revenue since its 2017 launch.

  • In April 2020, Animal Crossing: Pocket Camp achieved its highest monthly revenue since launch at $7.9 million, driven by the success of Animal Crossing: New Horizons.
  • The mobile title reached $150 million in lifetime revenue and recorded 7.1 million downloads in April 2020, its second-highest monthly install count since October 2017.
  • As of 2026, physical game versions account for 45.5% of Nintendo's total game sales, a significantly higher share than other major publishers.
Game World ObserverMay 2020
Article

Nintendo Mobile Games Reach $1 Billion in Lifetime Player Spending

Nintendo has surpassed $1 billion in lifetime gross revenue across its mobile gaming portfolio, according to data from Sensor Tower Store Intelligence.

  • Nintendo’s six mobile titles have generated over $1 billion in lifetime gross revenue across the App Store and Google Play, supported by 452 million total downloads.
  • Fire Emblem Heroes is the primary revenue driver, accounting for 61% ($656 million) of total lifetime mobile earnings despite representing only 4% of total downloads.
  • Japan is the most significant market for Nintendo’s mobile revenue, contributing $581 million (54% of the total), followed by the U.S. at $316 million (29%).
Sensor TowerJan 2020
Article

Nintendo's Mobile Revenue: Q1 2019 Analysis

Nintendo’s mobile gaming division experienced a period of moderate growth in the first quarter of 2019, generating approximately $85 million in worldwide gross revenue across the Apple App Store and Google Play.

  • Nintendo's mobile gaming revenue reached $85 million in Q1 2019, marking a 6% year-over-year increase from $80 million in Q1 2018.
  • Fire Emblem Heroes remained the top performer with $46.6 million in revenue, though this figure represents a 30% decline compared to Q1 2018.
  • Dragalia Lost generated $23.4 million in Q1 2019, a 55% quarter-over-quarter decline that nonetheless prevented an overall year-over-year revenue drop for the company.
Sensor TowerApr 2019
Article

Games Are the Antidote to Covid-19

The global pandemic has fundamentally shifted the perception of video games, transforming them from a criticized form of escapism into a vital tool for mental health and social connection.

  • Video games have transitioned into critical social infrastructure, serving as essential digital third places for connection during periods of physical isolation.
  • Major industry players are pivoting toward experiential platforms, exemplified by Epic Games hosting massive social events like the Travis Scott concert series in Fortnite.
  • The cloud gaming sector is experiencing content volatility as major publishers, including Warner Bros. and Xbox Game Studios, withdraw titles from NVIDIA’s GeForce Now due to revenue-sharing disputes.
SuperJoostFeb 2019
Article

Nintendo's Mobile Revenue: 2018 Performance

Nintendo’s mobile gaming division experienced significant growth in 2018, generating a total of $348 million in worldwide player spending across the App Store and Google Play.

  • Nintendo's total mobile revenue reached $348 million in 2018, representing a 15% year-over-year growth compared to 2017.
  • Fire Emblem Heroes remained the primary revenue driver, accounting for approximately 66% of the company's total 2018 mobile earnings with over $230 million in player spending.
  • Dragalia Lost generated $58.4 million in 2018 despite only being available for one quarter and limited to five territories, with 66% of its revenue originating from Japan.
Sensor TowerJan 2019
Cover of Animal Crossing: Pocket Camp — Can an Old Dog Learn New Tricks?
Article

Animal Crossing: Pocket Camp — Can an Old Dog Learn New Tricks?

Animal Crossing: Pocket Camp serves as a strategic bridge between Nintendo’s established console legacy and the mobile gaming market.

  • Nintendo uses mobile titles like Animal Crossing: Pocket Camp primarily as brand awareness tools to drive hardware sales for the Nintendo Switch rather than maximizing mobile monetization.
  • Animal Crossing is a significant franchise for Nintendo with over 30 million units sold, positioning it ahead of other established series like Metroid (17 million) and Fire Emblem (10 million).
  • The game monetizes player impatience by gating progress behind time-locked tasks, allowing users to pay to speed up crafting and collection processes rather than utilizing a Gacha system.
Deconstructor of FunDec 2017
Article

2013 CESA Consumer Survey Report: Japan

The 2013 CESA Consumer Survey Report provides a comprehensive analysis of gaming habits, lifestyle trends, and hardware usage among the Japanese population.

  • Approximately 29.1 million people in Japan, or 25.9% of the total population, are estimated to be active home console game users.
  • The most widely owned home game consoles are the Nintendo DS/DS Lite (42.6%) and the Wii (42.1%), while the Wii U, released at the end of 2012, held a 2.0% ownership rate.
  • Social gaming reached an estimated 16 million users in Japan, with 14.8% of the general population participating in social games across six major platforms, led by Mobage/Yahoo!Mobage.
CESA – Computer Entertainment Supplier's AssociationApr 2013
Article

2006 CESA Games White Paper

The 2006 CESA Games White Paper serves as a comprehensive annual report on the state of the Japanese home video game industry.

  • The 2006 CESA Games White Paper reports a total domestic market size for hardware and software of 496.5 billion yen.
  • Total industry shipments for hardware and software reached 1.3598 trillion yen, with hardware accounting for 872.7 billion yen and software for 487.1 billion yen.
  • The domestic market for paid network games in 2005 was valued at 31.3 billion yen.
CESA – Computer Entertainment Supplier's AssociationJul 2006