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The snapshot report examines the rapid ascent of midcore mobile games in 2022, arguing that AAA titles adapted from PC and console franchises are reshaping the U.S. iOS market. Data show nine midcore releases among the top‑200 grossing titles in the past year, versus only three casual games, underscoring a shift toward higher‑quality experiences. Midcore revenue captured 36.73 % of U.S. iOS mobile game earnings in Q1 2022, the sole category to grow year‑over‑year (up 1.55 %). Supercell’s *Clash Royale* led the segment, gaining over 4 % market share, while other titles such as *Genshin Impact*, *Call of Duty: Mobile*, and *Diablo Immortal* dominated the top‑ranked list. Key success factors identified include refined control schemes that emulate console precision, diversified monetization with battle passes, multiple gacha systems (over 65 % of top games feature more than five gachas), and a high cadence of live events that introduce new content and currencies. The report notes an emerging trend of external web stores to sidestep Apple and Google fees, exemplified by titles like *Game of Thrones: Conquest* and *Clash of Clans*. Methodologically, the analysis draws on GameRefinery’s SaaS platform data for U.S. iOS downloads, revenue, and player motivations across 365 days of releases. Overall, the report concludes that midcore games’ blend of AAA quality, sophisticated monetization, and continuous content updates is driving their dominance in the evolving mobile gaming landscape.
The 2022 App Monetization Report examines the evolving spending habits and monetization preferences of mobile users across gaming and non-gaming environments. The primary thesis asserts that modern consumers are increasingly receptive to hybrid monetization models, where rewarded ads and in-app purchases (IAP) coexist without cannibalizing revenue. A significant shift in the industry is the blurring of lines between "gamers" and "non-gamers," as both groups demonstrate nearly identical attitudes toward app interaction and spending. Key findings indicate that approximately one-third of consumers now make occasional in-app purchases of a few dollars, a sharp increase from the 2% to 3% industry standard reported five years ago. While 78% of users prefer free apps, between 28% and 49% are willing to spend once they have engaged with the content. Demographic data reveals nuanced preferences: Generation X is the most likely group to make frequent IAPs yet still prefers ad-supported models, while 24% of Gen Z users express a unique preference for one-time fees to remove advertisements. The research is based on a comprehensive survey of 30,457 respondents conducted in April and May 2022. The methodology utilized the MobileVoice market research network to reach 18,894 gamers and 11,563 non-gaming app users, supplemented by a 500-person third-party control group to ensure accuracy. Respondents were all aged 18 or older and participated via an opt-in model in exchange for virtual rewards. The scope is global, covering a broad spectrum of the mobile app economy and providing actionable insights for developers to diversify revenue streams through value bundles and balanced ad integration.