Pokémon GO
Documents about Pokémon GO
Pokémon GO Has Passed $200 Million in Worldwide Revenue
Pokémon GO established a new benchmark for mobile gaming success by generating over $200 million in worldwide net revenue during its first 30 days of availability.
- Pokémon GO generated over $200 million in worldwide net revenue across the App Store and Google Play during its first 30 days of availability.
- The game significantly outperformed other major mobile launches, earning more than seven times the first-month revenue of King’s 2014 hit, Candy Crush Soda Saga.
- Pokémon GO surpassed the first-month revenue performance of Supercell’s Clash Royale, which was previously considered a top-tier mobile revenue generator.
Pokémon GO Passes $160 Million Worldwide Revenue, Usage Remains Strong
This analysis examines the financial and engagement performance of the mobile game Pokémon GO during its first month of release in July 2016.
- Pokémon GO generated over $160 million in worldwide net revenue across the App Store and Google Play within its first month of release, despite being available in less than half of all potential global regions.
- User engagement remains high despite a widely criticized July 30, 2016, update, with average daily usage for U.S. iOS users actually increasing slightly to approximately 26 minutes post-update.
- The frequency of app usage has remained stable, with users opening the application an average of six times per day both before and after the controversial update.
Nintendo Consolidated Financial Highlights: Three Months Ended June 2016
Nintendo’s consolidated financial results for the three months ending June 30, 2016, reflect a period of significant contraction and financial loss, primarily driven by unfavorable foreign exchange fluctuations.
Pokémon GO Review Analysis Reveals Players' Most-Wanted Features
This analysis examines user sentiment and feature requests for the mobile game Pokémon GO during its initial three-week launch period in the United States in July 2016.
- As of July 2016, Pokémon GO set mobile industry records as the fastest app to reach 50 million downloads and the fastest to reach top-grossing status in U.S. App Store history.
- Approximately 13% of all user reviews (10,657 total) contained specific feature requests, indicating a high demand for expanded gameplay functionality.
- The most requested feature, cited in 372 reviews, is the implementation of real-time, direct player-versus-player (PvP) battles.
Pokémon GO Hit 50 Million Downloads in Record Time, Now at More Than 75 Million Worldwide
Pokémon GO achieved unprecedented growth in the mobile gaming sector during July 2016, setting a new record for the fastest title to reach 50 million worldwide downloads.
- Pokémon GO reached 50 million worldwide downloads in just 19 days, setting a record as the fastest mobile game to hit that milestone on both iOS and Android.
- As of July 2016, the game has surpassed 75 million total global installs across Apple and Google platforms.
- The game achieved this growth while being available in only 32 of the more than 100 available App Store and Google Play markets.
Pokémon GO Isn't a Mobile Data Hog—and This Data Proves It
The analysis evaluates claims regarding the mobile data consumption of the game Pokémon GO, specifically addressing concerns that the application places an undue burden on user data plans.
- Pokémon GO consumes an average of 5.2 MB of mobile data per day, significantly less than Facebook, which averages 19 MB per day.
- On an hourly basis, Pokémon GO uses approximately 16 MB of data, compared to 52 MB per hour for Facebook.
- An average player spending 33 minutes in the app daily will consume roughly 250 MB of mobile data per month if playing exclusively off Wi-Fi.
Pokémon GO Becomes the Fastest Mobile Game to 10 Million Worldwide Downloads
Pokémon GO established a new industry benchmark for rapid user acquisition upon its release in July 2016.
- Pokémon GO set a record by reaching 10 million worldwide downloads in just seven days following its July 5, 2016 launch.
- The title surpassed the previous record-holder, Supercell's Clash Royale, which took nine days to reach the 10 million download milestone.
- Other major titles lagged significantly behind Pokémon GO's pace, with Candy Crush Jelly Saga taking 12 days and Angry Birds 2 taking 19 days to reach 10 million downloads.
Mobile Users Are Spending More Time in Pokémon GO Than Facebook
The rapid adoption of Pokémon GO in July 2016 demonstrated significant shifts in mobile user engagement patterns. By analyzing proprietary usage data from the U.S.
- As of July 11, 2016, the average iPhone user spent 33 minutes per day in Pokémon GO, surpassing the daily engagement time of Facebook (22 minutes) and Snapchat (18 minutes).
- Pokémon GO reached 15 million total installs across the App Store and Google Play shortly after its U.S. launch.
- While Pokémon GO outperformed major social media platforms in daily engagement, it trailed other mobile gaming titles, such as Game of War (nearly 2 hours) and Candy Crush Saga (43 minutes).
2016 Global Mobile Market Report: Q4 2016
The global mobile market is undergoing a period of rapid expansion, with consumer spending on applications projected to nearly double from $44.8 billion in 2016 to $80.6 billion by 2020.
- Global consumer spending on mobile applications is projected to grow from $44.8 billion in 2016 to $80.6 billion by 2020.
- China has overtaken the United States as the world's largest app market, characterized by a dominant Android presence and a reliance on third-party app stores.
- The Middle East and Africa are projected to experience a compound annual growth rate of 42.6% through 2020, while India is positioned to become the second-largest mobile market globally.
Aiming FY2016 Q2 Earnings Results: Q&A Summary
Aiming’s fiscal year 2016 second-quarter earnings discussion focuses on the company’s strategic approach to maintaining profitability, managing development pipelines, and navigating the competitive mobile gaming landscape.
- Aiming is shifting its growth strategy away from singular hits toward a portfolio of mid-sized titles, each targeting monthly revenues between 50 million and 100 million yen.
- The flagship title 'Logres' is maintaining stable monetization despite a decline in daily active users, as the remaining player base is composed of highly engaged, paying customers.
- The company mitigates financial risk in its licensed title pipeline by limiting its investment to operational costs, which are adjusted dynamically based on actual revenue performance.
COVID-19 as Game Changer for Augmented Reality Game Players: Mixed Methods Survey Study
The global pandemic fundamentally altered the engagement patterns of augmented reality game players, serving as a catalyst for maintaining physical activity and mental stability during periods of restricted movement.
- Nearly 50% of the 1,332 surveyed players of location-based games like Pokémon GO and Harry Potter: Wizards Unite identified these titles as their primary motivation for leaving home during 2020 lockdowns.
- Frequent engagement with augmented reality games showed a positive correlation with higher self-reported mental well-being scores, acting as a protective factor against pandemic-related isolation and anxiety.
- Developers successfully maintained user bases by rapidly pivoting to 'play-at-home' mechanics, which removed the necessity of visiting specific physical landmarks to complete core gameplay loops.