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Call of Duty

GameBy Infinity Ward · Released Oct 29, 2003

Documents about Call of Duty

Cover of The State of Mobile Game Advertising: An Analysis of U.S. Mobile Game Advertising Trends in 2021
Report30 pages

The State of Mobile Game Advertising: An Analysis of U.S. Mobile Game Advertising Trends in 2021

Mobile game advertising in the United States remained resilient through the first half of 2021, showing no immediate negative impact from privacy changes such as the deprecation of IDFA.

  • Mobile game advertising in the U.S. remained resilient through H1 2021, showing no immediate negative impact from the deprecation of IDFA.
  • Playable ads have become a dominant creative format, accounting for over 40 percent of the gaming share of voice on AppLovin.
  • Specialized ad networks like AppLovin, Chartboost, and Vungle maintain a gaming-focused inventory exceeding 90 percent share of voice, while platforms like Facebook, TikTok, and YouTube provide broader audience reach.
Sensor TowerJan 2021
Cover of State of the Stream December/2020 Year in Review
Report9 pages

State of the Stream December/2020 Year in Review

The livestreaming industry experienced unprecedented growth throughout 2020, driven largely by global quarantine measures that accelerated viewership across all major platforms.

  • Twitch maintained market dominance in 2020, with the 'Just Chatting' category becoming the most-watched content segment at 1.9 billion hours.
  • Valorant was the most successful new release of 2020, accumulating 737 million hours watched with a single-month peak of 334 million hours in April.
  • Established titles remained central to viewership, with League of Legends and Fortnite generating 1.4 billion and 904 million hours watched, respectively.
StreamElementsDec 2020
Cover of Analyst Bulletin: Mobile Game Market Review October 2020
Article

Analyst Bulletin: Mobile Game Market Review October 2020

The October 2020 mobile game market review provides a comparative analysis of industry trends across the United States, China, and Japan.

  • Genshin Impact emerged as a major market disruptor in October 2020, securing a top 20 position in the US and consistently ranking in the top 5 in Japan, while also challenging the market dominance of Honor of Kings in China.
  • Major mobile titles in the US, including Brawl Stars, Hearthstone, and Call of Duty Mobile, focused on expanding engagement through significant content additions like user-generated map tools, new PvP modes, and large-scale anniversary events.
  • Collaboration events remained a primary strategy for driving engagement and monetization in Japan, with notable partnerships including Last Cloudia with Re:Zero, BladeX Lord with Seven Deadly Sins, and Monster Strike with Attack on Titan.
GameRefineryNov 2020
Cover of COVID's Impact on Mobile Game Market Share and Revenues: Japan
Article

COVID's Impact on Mobile Game Market Share and Revenues: Japan

This analysis examines the impact of the COVID-19 pandemic on the Japanese mobile gaming market by comparing in-app purchase (IAP) revenues from the top 500 iOS games between the second quarter of 2019 and the second quarter of 2020.

  • The Japanese mobile gaming market saw a decline in the Mid-Core category during Q2 2020, driven by revenue dips in major RPG titles like Puzzles & Dragons and Granblue Fantasy.
  • RPG remains the dominant genre in Japan, with Puzzle RPGs and Turn-based RPGs (TBRPGs) collectively accounting for 40% of the market.
  • Konami emerged as the top publisher in Japan during Q2 2020, achieving a 1.65% increase in market share and $16.5 million in revenue growth.
GameRefinerySep 2020
Article

PUBG Mobile Generates $500 Million in Just Over Two Months: Races Past $3.5 Billion Lifetime Revenue

PUBG Mobile has solidified its position as a dominant force in the mobile battle royale genre, surpassing $3.5 billion in lifetime player spending as of September 2020.

  • PUBG Mobile has surpassed $3.5 billion in lifetime player spending, generating $500 million of that total in just 72 days.
  • The game accumulated $1.8 billion in revenue and 198 million downloads during the first eight months of 2020, bolstered by global pandemic lockdowns.
  • China is the title's largest revenue market, with the localized version 'Game For Peace' accounting for 53% of total lifetime spending on the Apple App Store.
Sensor TowerSep 2020
Article

State of Mobile Battle Royale: Fortnite Leaves a $1.2 Billion Hole in the Market

The removal of Fortnite from the Apple App Store and Google Play on August 13, 2020, created a significant disruption in the mobile battle royale landscape, effectively removing a title that had generated $1.2 billion in lifetime player spending.

  • Fortnite generated $1.2 billion in lifetime revenue on mobile before its removal from the App Store and Google Play on August 13, 2020.
  • The vast majority of Fortnite's mobile revenue came from the App Store, which accounted for over $1.2 billion in spending compared to $9.7 million on Google Play.
  • PUBG Mobile is the global leader in the mobile battle royale genre, having generated approximately $3.5 billion in player spending as of August 13, 2020.
Sensor TowerSep 2020
Cover of How Did Covid-19 Affect Mobile Game Market Share & Revenues in the US?
Article

How Did Covid-19 Affect Mobile Game Market Share & Revenues in the US?

This analysis examines the impact of the COVID-19 pandemic on the United States mobile gaming market by comparing in-app purchase (IAP) revenue and market share data between the second quarter of 2019 and the second quarter of 2020.

  • Roblox Corporation, Activision, and Moon Active were the top-performing publishers in Q2 2020, with Roblox Corporation seeing the largest gains in both market share and revenue.
  • Simulation games experienced significant growth during Q2 2020, increasing their market share by 3.75% and generating nearly $80 million in additional earnings.
  • Casual and Casino categories increased their revenue market share at the expense of Mid-core and Sports categories, though total revenues grew across nearly all categories.
GameRefineryAug 2020
Cover of Enad Global 7 Q2 2020 Interim Report Presentation
Presentation1 page

Enad Global 7 Q2 2020 Interim Report Presentation

Enad Global 7 operates as a diversified gaming group focused on the development, marketing, publishing, and distribution of PC, console, and mobile titles.

  • Enad Global 7 operates a diversified business model integrating internal game development with external consultancy, marketing, and publishing services.
  • The group employs approximately 200 staff members across eight international offices, with headquarters located in Stockholm.
  • The marketing division, Petrol, has supported the release of over 1,500 titles, including major franchises such as Call of Duty, Destiny, and Dark Souls.
Enad Global 7 ABAug 2020
Cover of Why We’re Redefining Gamers
Article

Why We’re Redefining Gamers

The gaming industry has reached a level of ubiquity comparable to television, necessitating a shift away from the outdated, monolithic label of "gamer."

  • The term 'gamer' is no longer a useful demographic label because gaming has become as ubiquitous as social media or television, necessitating a shift toward segmenting by subcultures and specific motivations.
  • Mobile gaming has driven mass adoption across diverse demographics, with 74% of both male and female internet users playing games on smartphones, effectively closing the gender gap found in console and PC gaming.
  • Gaming participation has surged across older demographics, with 55-64 year-olds increasing their mobile gaming engagement to 45% and their PC/laptop usage to 35% as of mid-2020.
GWIAug 2020
Cover of Superstar Session: Lessons Learned When Including Third Party Content in Your Videogame PGCD #2
30 min
PocketGamer.biz30 min

Superstar Session: Lessons Learned When Including Third Party Content in Your Videogame PGCD #2

The session provides an expert overview of the legal complexities involved in integrating third-party intellectual property into video games.

  • Developers must secure formal written contracts for all third-party intellectual property, as verbal agreements provide no legal protection and leave studios vulnerable to litigation, injunctions, and revenue loss.
  • Copyright protection generally lasts for the creator’s life plus 70 years, though specific jurisdictions like France may extend this duration based on factors such as military service.
  • Fair use is a narrow legal defense in the United States that is rarely applicable to commercial video game assets, meaning developers cannot rely on it to avoid licensing requirements.
PocketGamer.bizAug 2020
Cover of Mobile Gaming: Conquering the Esports Market PG Connects Digital #2
29 min
PocketGamer.biz29 min

Mobile Gaming: Conquering the Esports Market PG Connects Digital #2

Mobile esports represents a significant, under-leveraged sector within the broader gaming industry, characterized by high accessibility and deep social integration.

  • Mobile esports is a major growth sector that has already achieved massive scale in Brazil, India, and Southeast Asia, while remaining an under-leveraged 'sleeping giant' in Western markets.
  • Mobile devices currently account for over 70% of total gaming watch time on YouTube, demonstrating a powerful synergy between mobile gameplay and content consumption.
  • Competitive mobile titles like PUBG Mobile, Call of Duty: Mobile, and Free Fire have reached hundreds of millions of downloads and millions of daily active users, proving that mobile is no longer limited to casual gaming.
PocketGamer.bizAug 2020
Article

PUBG Mobile Doubles Lifetime Revenue to $3 Billion

PUBG Mobile, including its Chinese localized version Game For Peace, has achieved a significant financial milestone by reaching $3 billion in lifetime global revenue.

  • PUBG Mobile and its Chinese localization, Game For Peace, reached $3 billion in lifetime global revenue, doubling that figure in just over seven months.
  • In the first half of 2020 alone, the combined titles generated $1.3 billion, with monthly revenue peaking at a record $270 million in March.
  • The Chinese version, Game For Peace, accounts for 52% of total lifetime revenue, with the U.S. and Japan following at 14% and 5.6% respectively.
Sensor TowerJul 2020