
Jurassic World Alive
GameBy Ludia, Inc. · Released May 24, 2018
20 documents in the library are about Jurassic World Alive, from writers such as Deconstructor of Fun, PocketGamer.biz and Sensor Tower. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Jurassic World Alive, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- May 24, 2018
- Developer
- Ludia, Inc.
- Publisher
- NBCUniversal Media, LLC
- Genres
- Role-playing (RPG), Simulator, Strategy, Adventure
- Platforms
- Android, iOS
- Links
- Official site, Wikipedia
Game data from IGDB.com
Key figures from the reports
Jurassic World Alive has achieved 33 million downloads and 2.3 billion play minutes over its five-year lifespan by utilizing a geolocation-based model.
PocketGamer.biz, 2023 · Jam City’s Rose Agozzino On Powerful Partnerships To Promote Cross-Generational, Ground-Shaking Play, p. 1
Pokémon GO remains the dominant leader in the location-based gaming category, significantly outperforming competitors like Dragon Quest Walk ($540 million), Jurassic World Alive ($76.5 million), and Let’s Hunt Monsters ($70 million).
Sensor Tower, 2020 · Pokémon GO Surpasses $3.6 Billion in Lifetime Revenue
Documents about Jurassic World Alive
🌸 The Pikmin Bloom Anomaly: How a 5-Year-Old game just hit 5x downloads without UA
Pikmin Bloom has achieved a notable fivefold increase in downloads by prioritizing product-led growth over traditional user acquisition strategies.
- Pikmin Bloom achieved a 5x increase in downloads by shifting from traditional user acquisition to product-led growth strategies.
- The introduction of region-specific mechanics, such as weekly rotating mushroom locations, successfully drove organic discovery and persistent user engagement.
- The game has generated $85 million in lifetime revenue, establishing a stable niche as a casual alternative to more competitive titles like Pokémon GO.
What Players Do Outside Your Game Will Grow Your ROAS
Modern mobile game marketing requires a fundamental shift from siloed user acquisition toward a holistic, cross-app behavioral strategy.
- Tailoring advertisements to specific app categories and player personas can increase user engagement by up to three times.
- Studios must shift from siloed user acquisition to a holistic, cross-app behavioral strategy that maps player activity across e-commerce, fintech, and other gaming environments.
- Integrating acquisition and re-engagement campaigns into a continuous user journey is necessary to sustain lifetime value and improve overall profitability.
Jam City’s Rose Agozzino On Powerful Partnerships To Promote Cross-Generational, Ground-Shaking Play
The mobile gaming industry relies heavily on strategic partnerships and nostalgia-driven content to maintain long-term player engagement.
- Jurassic World Alive has achieved 33 million downloads and 2.3 billion play minutes over its five-year lifespan by utilizing a geolocation-based model.
- Strategic partnerships, such as the collaboration with Mattel to integrate 1993-era assets, successfully leverage nostalgia to bridge physical and digital gaming experiences.
- Cross-generational appeal is a primary growth driver, allowing parents to share gaming experiences with their children and expand the title's demographic reach.
Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games
This paper by Maximillian Clark, Aneesha Singh and Giulia Barbareschi, published in CHI PLAY in October 2023, examines the barriers, needs and motivations of disabled players of location-based games (LBGs), using Pokémon Go as the focus.
- In the survey, participants described Pokémon Go as an escape from the frustrations and pain associated with their physical disabilities, and as relief from boredom even when unable to leave the house.
- Walking-based tasks for rewards were a barrier: environmental barriers and physical difficulties made them impossible for many participants.
- All six co-design workshop participants reported physical difficulty interacting with LBGs, and Pokémon Go's repeated screen tapping during raids was found impossible by many users.
Analyst Bulletin: Mobile Game Market Review June 2022
June 2022 in mobile gaming was defined by minigame event modes, anniversary celebrations, and a strong showing from RPGs, according to this monthly analyst bulletin covering the US, China, and Japan markets.
- The global launch of Diablo Immortal in June 2022 propelled the title into the top 10 grossing games in the US market.
- RPG elements are increasingly being integrated into non-RPG titles, as seen in Rise of Kingdoms' narrative-driven 'Words of Eternity' event and the introduction of minigame mechanics in titles like Game of Sultans.
- Anniversary events served as major revenue drivers in June, notably causing significant spikes for The Seven Deadly Sins and Dragon Ball Legends.
Pokémon GO Surpasses $6 Billion in Lifetime Revenue
Pokémon GO crossed $6 billion in lifetime player spending since its 2016 launch, averaging roughly $1 billion per year, and remained the highest-grossing augmented reality game worldwide in the most recent quarter.
- Scopely has acquired Niantic’s game development business for $3.5 billion, taking ownership of titles including Pokémon GO, Monster Hunter Now, and Pikmin Bloom.
- Pokémon GO has surpassed $8 billion in cumulative gross player spending since its 2016 launch, maintaining an average annual revenue of $1 billion.
- The acquired game portfolio generates over $1 billion in annual revenue and maintains a combined monthly active user base exceeding 30 million.
How a gaming executive Chris Heatherly red-pilled on crypto and joined Recur
The integration of blockchain technology into the gaming industry represents a fundamental shift from traditional free-to-play models toward sustainable, player-driven economies.
- The gaming industry is shifting from traditional free-to-play models toward player-driven economies that prioritize secondary market activity and long-term asset utility.
- To achieve mainstream adoption, platforms are removing technical friction by integrating fiat payment options and automated wallet creation, similar to the strategy employed by Epic Games.
- Recur is developing internal branded experiences for partners including the NCAA, Paramount, and Sanrio to refine infrastructure before scaling these tools for third-party developers.
Our Seven Predictions for Mobile Gaming in 2022
GameAnalytics' team forecasts seven developments for mobile gaming in 2022, drawing on internal expert commentary rather than formal survey data.
- Augmented Reality (AR) games and technology are predicted to grow significantly in 2022, driven by major investments like Niantic's $300 million funding and the success of games like Pokémon Go (earning $3.5-$4.5 billion since 2016) and Jurassic World Alive ($100 million revenue, 25 million downloads in 3 years).
- The metaverse hype is expected to slow down in 2022 as the technology, while advancing, lacks an accessible consumer-facing experience, despite increased focus from companies like Unity and Nvidia.
- NFTs will persist but require a 'killer app' to become mainstream, as the current process is too complex for average gamers and major platforms like Steam have banned NFT games, while Ubisoft's Quartz received poor reception.
Pokémon GO Catches $5 Billion in Lifetime Revenue in Five Years
Sensor Tower's blog post, published July 6, 2021 and written by Craig Chapple, reports on the lifetime player spending and download figures for Niantic's geolocation AR game Pokémon GO, marking its five-year anniversary since its 2016 launch.
- Pokémon GO has surpassed $5 billion in lifetime player spending, which the article says averages $1 billion per year over its five years.
- The game generated $641.6 million in H1 2021, which the article describes as its best start to a year ever.
- H1 2021 revenue was up 34 percent from H1 2020 and up 130 percent from H1 2017.
Creativity in Quebec Video Game Industry: A House of Cards?
This article in the Journal of the Canadian Game Studies Association, by Laureline Chiapello of the Université du Québec à Chicoutimi, examines the claimed creativity of Quebec's video game industry, with a focus on Montreal.
- Tschang's 2007 study, as cited by the author, found that only a quarter of video games produced in 2002 were new intellectual properties, and only two of the 25 best-selling games were innovative.
- The author reports that in the Wikipedia list of the fifty best-selling games, none was created in Montreal without belonging to a franchise.
- Citing Meloche and Hammouda (2017), the author says the government's strategy shifted from stimulating local creativity and entrepreneurship to stimulating foreign direct investment in video games.
Pokémon GO Surpasses $3.6 Billion in Lifetime Revenue
Pokémon GO has surpassed $3.6 billion in lifetime global player spending as of its fourth launch anniversary on July 6, 2020, according to Sensor Tower Store Intelligence estimates.
- Pokémon GO has surpassed $3.6 billion in lifetime global player spending four years after its July 2016 launch.
- The game generated $905 million in 2019, marking its most successful year to date and surpassing the $832.5 million earned during its 2016 launch window.
- H1 2020 revenue reached $445.3 million, putting the title on track to match or exceed its 2019 record despite global pandemic-related lockdowns.
Location-based Games as Exergames: From Pokémon to The Wizarding World
This study by Laato, Hyrynsalmi, Rauti, Islam and Laine, published in the International Journal of Serious Games in March 2020, examines location-based games (LBGs) as exergames, using the 2019 launch of Harry Potter: Wizards Unite (HPWU) as a case compared with Pokémon GO.
- After HPWU's launch, Finnish players recorded a statistically significant increase in mild physical activity, rising by 23.7%, with no significant change in moderate or strenuous exercise.
- Nearly half of respondents said they have to stop all the time while playing, which the authors note contrasts with the mild exercise gains.
- Among respondents who also played Pokémon GO, 45.29% said Pokémon GO made them exercise more, compared with 22.8% who said HPWU did.
Companies behind it
As the documents state it.
