
Top Eleven
GameBy Nordeus · Released Dec 31, 2010
Top Eleven is a football management simulation that puts you in charge of your own club, from building and developing the squad to setting tactics and competing against other managers.
Connections
Each row is a game or company named alongside Top Eleven, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Dec 31, 2010
- Developer
- Nordeus
- Genres
- Simulator, Sport
- Platforms
- Web browser, Android, PC (Microsoft Windows), iOS
- Links
- Official site
Game data from IGDB.com
Key figures from the reports
Take-Two Interactive's mobile division now accounts for over half of the company's total bookings, with Zynga-led titles like Toon Blast (up 25%) and Top Eleven (strongest quarter ever) driving performance.
Mobilegamer.biz, 2026 · Take-Two, Ubisoft, Monopoly Go and SciPlay news plus data and soft launch nuggets, p. 3
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.
Deconstructor of Fun, 2022 · 2022 Predictions: Sports Games Get Beaten from a Pillar to a Post
Take-Two Interactive acquired mobile developer Nordeus, creator of Top Eleven, for $378 million to expand its mobile gaming footprint.
Sparkers, 2021 · News Mash-Up: Week 22 & 23 (June 2021)
Documents about Top Eleven
🎮 The 3 Rewarded UA Personas: Reward Hunter, Casual, Gambler. How TyrAds Segments for Profit
Rewarded user acquisition has evolved into a sophisticated, data-driven sector that currently commands approximately 30% of total advertising budgets.
- Rewarded user acquisition now accounts for approximately 30% of total advertising budgets in the gaming industry.
- Modern platforms are shifting from manual optimization to fully automated, ROAS-based models that prioritize long-term LTV curves between day-7 and day-30.
- AI-driven user labeling categorizes traffic into three distinct personas—reward hunters, casual social users, and gamblers—to prevent ROI erosion from over-reliance on high-cost gambler segments.
Take-Two, Ubisoft, Monopoly Go and SciPlay news plus data and soft launch nuggets
The mobile games industry is currently characterized by a significant divergence in performance between major publishers, with mobile platforms increasingly serving as the primary revenue driver for large-scale gaming companies.
- Take-Two Interactive's mobile division now accounts for over half of the company's total bookings, with Zynga-led titles like Toon Blast (up 25%) and Top Eleven (strongest quarter ever) driving performance.
- Ubisoft reported a fiscal 'low point' as mobile revenue dropped from 16% to 7% of total bookings year-over-year, citing slower-than-expected launches for Rainbow Six Mobile and The Division Resurgence.
- Hasbro generated $41 million in quarterly revenue from Scopely’s Monopoly Go, a title that has reached $6 billion in total player revenue and remains a significant contributor to Hasbro's bottom line.
An Innovative Hybrid Approach in Teaching and Experiencing Sport Event Management through Serious Gaming: Bridging Theory and Practice
Integrating commercial serious games into higher education offers a robust pedagogical framework for bridging the divide between theoretical instruction and practical application in sport event management.
Third Quarter Fiscal 2026 Results & Guidance Summary
Take-Two Interactive's third quarter fiscal 2026 results (quarter ended December 31, 2025) show strong outperformance against guidance, prompting the company to raise its full-year outlook.
- Take-Two Interactive reported Q3 Fiscal 2026 Net Bookings of $1.757 billion, significantly outperforming the guidance range of $1.55 billion to $1.60 billion.
- Grand Theft Auto VI is officially scheduled for release on November 19, 2026, anchoring a pipeline expected to drive record Net Bookings in Fiscal 2027.
- Management raised full-year Fiscal 2026 Net Bookings guidance to $6.65 billion–$6.70 billion, representing 18% year-over-year growth at the midpoint.
Take-Two Interactive Software First Quarter Fiscal 2023 Results
Take-Two Interactive's first quarter fiscal 2023 results, covering the three months ended June 30, 2022, are the first to include Zynga, whose financials contributed for only 39 days following the acquisition.
- Take-Two reported Q1 fiscal 2023 GAAP net revenue of $1.102 billion and a net loss of $104 million, the latter driven by costs and intangible amortization related to the Zynga acquisition.
- Pre-combination net bookings reached $731 million, a 3% year-over-year increase that met management expectations.
- Recurrent consumer spending grew by 48% and digitally-delivered net bookings rose by 41%, driven by strong performance from NBA 2K22 and Tiny Tina’s Wonderlands.
2023 Serbian Gaming Industry Report
The 2023 Serbian Gaming Industry Report provides a comprehensive overview of a rapidly expanding sector, highlighting its significant economic growth, talent influx, and increasing international integration.
- Serbia’s gaming workforce grew significantly in 2023, more than doubling from approximately 1,700 to over 4,300 employees.
- Industry revenue reached €175 million in 2023, a 17% year-on-year increase driven primarily by mobile titles and original intellectual property.
- Mobile gaming dominates the market with a 60% share on Android, while large studios with 40+ staff capture the majority of industry profits.
Serbian Gaming Industry Report 2023
Serbia's gaming industry is expanding rapidly, and the 2023 Serbian Gaming Industry Report documents that growth through a 97-question member survey covering an estimated 80% of the ecosystem, supplemented by PwC Serbia financial analysis of large companies.
- The Serbian gaming industry generated €175 million in revenue in 2023, marking a 17% year-on-year increase.
- The sector's workforce nearly doubled to approximately 4,300 professionals, supported by talent inflows from Russia, Ukraine, and Belarus.
- The ecosystem now includes 38 active studios producing 81 titles, with a strategic shift occurring from mobile-first games toward core and original-IP projects.
Take-Two Interactive November 2023
Take-Two Interactive's November 2023 investor presentation positions the company as a diversified, multi-platform publisher built on deep franchises and a stable management team of 16 to 20 years' tenure.
- Mobile operations accounted for 47% of Take-Two’s total net bookings in fiscal year 2023, driven largely by the integration of Zynga.
- The company is targeting over $500 million in annual net bookings from its mobile segment, supported by $100 million in projected cost synergies.
- Take-Two’s growth strategy relies on a portfolio of flagship intellectual property, including Grand Theft Auto, Red Dead Redemption, NBA 2K, and Borderlands.
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.
News Mash-Up: Week 22 & 23 (June 2021)
E3 2021 returned in a reduced, digital-first form after the 2020 cancellation, with 18 events and conferences operating under the E3 banner.
- Microsoft is expanding its Xbox cloud gaming strategy by developing a streaming dongle and smart TV app to enable GamePass access via browsers, mirroring the Stadia model.
- Take-Two Interactive acquired mobile developer Nordeus, creator of Top Eleven, for $378 million to expand its mobile gaming footprint.
- GameStop reported a 25% year-over-year revenue increase to $1.3 billion for Q1 2021, though the company still posted a net loss of $41 million.
Serious Game Top Eleven as an Educational Tool in Sports Economics
The serious game Top Eleven functions as a viable auxiliary educational instrument for undergraduate sports economics curricula.
- The game Top Eleven serves as a viable auxiliary educational tool for undergraduate sports economics by simulating real-world financial management in professional football.
- Students can actively apply 12 of 17 fundamental economic principles, including supply and demand, market equilibrium, marginal cost analysis, and breakeven point calculations.
- The platform functions as a virtual internship, allowing learners to navigate budgetary constraints and fiscal performance metrics within a gamified environment.
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.
Companies behind it
As the documents state it.
