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Cover of 2024 Roland-Garros eSeries by Renault Details Revealed
Article

2024 Roland-Garros eSeries by Renault Details Revealed

The 2024 Roland-Garros eSeries by Renault, an esports competition utilizing the mobile game Tennis Clash, has unveiled its details, including new and returning sponsors, prize pool information, and competition structure.

  • The 2024 Roland-Garros eSeries, now in its seventh year, will hold its final stage on May 25, featuring eight competitors vying for a share of a €5,000 (approx. $5,430 USD) prize pool.
  • Renault has joined as the new presenting partner for the tournament, while Mastercard has signed on as an official partner for the first time.
  • The competition utilizes Wildlife Studios’ mobile game 'Tennis Clash,' which has accumulated over 150 million downloads since its October 2019 release.
The Esports AdvocateMar 2024
Cover of International Olympic Committee Seeks to Create Olympic Esports Games
Article

International Olympic Committee Seeks to Create Olympic Esports Games

The International Olympic Committee (IOC) is exploring the creation of an "Olympic Esports Games," as announced by President Thomas Bach during the 141st IOC session in Mumbai, India.

  • IOC President Thomas Bach has officially directed the newly formed IOC Esports Commission to study and develop plans for a dedicated Olympic Esports Games.
  • The initiative follows the IOC's strategic goal to engage with the global gaming audience, which includes an estimated 3 billion players and 500 million individuals specifically interested in esports.
  • The IOC maintains a strict policy against including 'violent' games in its competition, effectively barring major titles like Counter-Strike 2, League of Legends, and Valorant from medal consideration.
The Esports AdvocateOct 2023
Cover of The Player’s Journey: A Call to Adventure
Article

The Player’s Journey: A Call to Adventure

The document, "The Player’s Journey: A Call To Adventure," published by Naavik on September 7, 2023, outlines a framework for game design focused on player engagement and long-term retention in free-to-play mobile games.

  • The 'Player's Journey' framework requires defining a grand aspiration for the player and breaking it into a clear, manageable sequence of short-, medium-, and long-term goals to prevent churn.
  • Royal Match outperforms Zen Match in retention by curating customization options and providing a clear progression path, whereas Zen Match initially overwhelmed players by exposing all options at once.
  • Effective game design uses 'weenies'—large visual showpieces like Genshin Impact’s open-world vistas or Brawl Stars’ Trophy Road—to pique player interest and provide a tangible vision of future progress.
NaavikSep 2023
Article

Plus: Amnesia: The Bunker Shows Its Horror Chops

This document provides an analysis of recent and upcoming game releases across Steam, PlayStation, Xbox, Nintendo Switch, Epic Games Store, and Meta Quest VR platforms, focusing on sales performance and market trends.

  • Diablo IV achieved significant cross-platform success, selling over three million units across PlayStation and Xbox, alongside low-digit millions on PC.
  • Amnesia: The Bunker debuted on Steam with approximately 2,450 concurrent users and 30,000 units sold, while simultaneously reaching over 100,000 players via Xbox Game Pass.
  • Street Fighter 6 maintains strong market momentum, exceeding 500,000 units sold on the Steam platform alone.
GameDiscoverCoJun 2023
Cover of International Olympic Committee Reveals Olympic Esports Series
Article

International Olympic Committee Reveals Olympic Esports Series

The International Olympic Committee (IOC) announced the "Olympic Esports Series," a virtual competition commencing in March 2023 and culminating in a live, in-person "Olympic Esports Week" from June 22-25 in Singapore.

  • The International Olympic Committee (IOC) launched the 'Olympic Esports Series,' a virtual competition culminating in an in-person event during 'Olympic Esports Week' from June 22–25, 2023, in Singapore.
  • The selected titles include Gran Turismo, Just Dance, WBSC eBaseball Power Pros, Chess.com, Zwift, Virtual Regatta, Tennis Clash, Tic Tac Bow, and virtual Taekwondo.
  • The IOC excluded major professional esports titles—such as League of Legends, Counter-Strike: Global Offensive, and Valorant—due to their violent content and lack of a direct real-world sports counterpart.
The Esports AdvocateMar 2023
Article

Plus: TMNT, Starship Troopers Hit Steam Next Week!

This weekly GameDiscoverCo Plus newsletter (early June 2022) rounds up PC, console, and VR sales activity with a focus on new and upcoming releases, and introduces a refinement to its review-based Steam sales estimates.

  • Steam launch window sales-to-review ratios are 2.5 times higher on day one than in the long tail, meaning low initial review counts do not necessarily indicate commercial failure.
  • The review-to-sales ratio for new Steam releases typically normalizes to standard levels by the seventh day post-launch.
  • The success of '20 Minutes Till Dawn' indicates a growing market for microgenre titles inspired by the mechanics of 'Vampire Survivors'.
GameDiscoverCoJun 2022
Cover of Power Tools: Monetizing Competitive Advantage in PvP Games
Article

Power Tools: Monetizing Competitive Advantage in PvP Games

Selling competitive advantage in free-to-play PvP games is most sustainable when the monetization model avoids churn, enhances player enjoyment, and leaves core design intact.

  • Orthogonal Utility—selling sidegrades rather than direct upgrades—broadens the competitive meta and mitigates 'pay-to-win' perceptions by offering tactical versatility instead of simple power creep.
  • Temporary Power models, such as those used in Garena Free Fire, allow developers to monetize power repeatedly without creating permanent, game-breaking stacking effects that alienate non-spending players.
  • Combining vertical progression with Orthogonal Utility, as seen in Clash Royale, creates a sustainable long-term revenue model by balancing the need for tactical depth with the monetization of unit upgrades.
NaavikMay 2022
Cover of 2022 Predictions: Sports Games Get Beaten from a Pillar to a Post
Article

2022 Predictions: Sports Games Get Beaten from a Pillar to a Post

Mobile sports and racing games stalled in 2021 across Western markets (China, Korea, and Japan excluded), with category revenue flat at $1.3B while the broader mobile market grew 14%.

  • The mobile sports and racing sector stagnated in 2021, with revenues remaining flat at $1.3 billion and total downloads declining by 9%, underperforming against the 14% growth of the broader mobile gaming market.
  • Sports management games emerged as a growth leader with a 35% year-over-year revenue increase, driven by titles like Top Eleven and F1 Clash that utilize the 'clash' meta for long-term engagement.
  • Traditional franchise-based sports titles, including major releases from EA Sports for the NBA, MLB, and Madden, experienced notable declines in both revenue and download metrics.
Deconstructor of FunFeb 2022
Cover of Plus: Witness the Elden Ring-ness!
Article

Plus: Witness the Elden Ring-ness!

Elden Ring's launch dominates this weekly PC and console performance roundup from GameDiscoverCo's Simon Carless, covering the last week of February 2022 across Steam, Apple Arcade, Switch, Xbox, PlayStation, and Epic Games Store.

  • Elden Ring achieved a peak of 764,000 concurrent users on Steam at launch, with long-term sales projections estimated between 10 and 20 million units.
  • Despite high commercial demand, Elden Ring’s PC port holds a 59% positive review rating on Steam due to technical issues involving DirectX 12 and frame-rate stuttering.
  • Apple Arcade’s strategic pivot toward 'plus' titles—ports of existing mobile hits like Solitaire and Mahjong—has increased the service's broad appeal but lowered average usage-based payouts for developers of exclusive games.
GameDiscoverCoFeb 2022
Article

VR Explosion: Examining Quest 2's Top Genres and Games

Meta's Quest 2, which has likely sold around 10 million units since its October 2020 launch, accounts for the bulk of recent VR software sales, and a guest analysis by Cassia Curran of Curran Games Agency (commissioned by Fruity Systems) examines which games and genres succeed on its heavily curated store.

  • The Meta Quest 2 ecosystem, which reached an estimated 10 million units by late 2021, exhibits a 'hockey stick' revenue distribution where a small elite group of titles significantly outperforms the median.
  • Multiplayer and cooperative titles generate higher average revenue than single-player games, though this performance is often tied to larger initial development budgets.
  • Shooters and fighting games consistently overperform on the Quest Store, while arcade, casual, and puzzle categories are oversaturated and generally underperform.
GameDiscoverCoDec 2021
Cover of Four Mobile Game Trends to Look Out for in 2021
Article

Four Mobile Game Trends to Look Out for in 2021

GameRefinery's analyst team identifies four mobile game design trends expected to shape 2021, drawing on observations across Chinese, Japanese, and Western markets.

  • Match3 puzzle games remain the most significant sub-genre in the US market, accounting for just over 17% of all mobile game revenue on iOS.
  • Mobile games are increasingly adopting 'social 2.0' features, such as virtual live event spaces and avatar-based social hubs, to foster community interaction similar to PC and console titles.
  • Chinese developers are successfully exporting high-quality, feature-rich casual games to Western markets, as evidenced by the performance of titles like Project Makeover.
GameRefineryJan 2021
Cover of 2021 Predictions: Sports Games Race into a Billion Dollar Club
Article

2021 Predictions: Sports Games Race into a Billion Dollar Club

Western-market mobile Sports & Racing crossed the billion-dollar threshold for the first time in 2020, reaching $1.2 billion in revenue, up roughly 30% from $827 million the year before.

  • The mobile Sports and Racing category surpassed $1.2 billion in annual revenue in 2020, representing a 30% year-over-year growth that pushed the sector into the billion-dollar club.
  • Fishing Clash achieved significant market disruption in 2020, growing revenue by 155% and downloads by 162% to capture a 19.3% market share, effectively displacing FIFA as the second-largest sports game by revenue.
  • Tennis Clash experienced explosive growth in 2020, with revenue increasing 331% and downloads rising 104% following its late-2019 launch.
Deconstructor of FunJan 2021