Skip to main content

Mobile reports and market data

3,911 documents·156 writers·21,905 charts and tables

Documents

Cover of Scientific Revenue's Ted Verani on increasing your IAP revenue via dynamic pricing
16 min
PocketGamer.biz16 min

Scientific Revenue's Ted Verani on increasing your IAP revenue via dynamic pricing

The mobile gaming industry has shifted decisively toward free-to-play models, rendering traditional premium pricing strategies largely obsolete for most developers.

  • Developers should replace static pricing with dynamic models that use real-time data—such as device type, location, and engagement patterns—to align offers with individual player price sensitivities.
  • Internationalizing pricing tiers for emerging markets can increase lifetime value (LTV) by more than 10 percent by capturing revenue from non-affluent but highly active player segments.
  • Initial acquisition timing is a critical predictor of spending propensity, making immediate monetization efforts upon a user's first entry into the game essential for long-term revenue.
PocketGamer.bizMar 2016
Cover of Why you should choose the hardest opponent in SW: Galaxy of Heroes' Squad Arena
9 min
PocketGamer.biz9 min

Why you should choose the hardest opponent in SW: Galaxy of Heroes' Squad Arena

In Star Wars: Galaxy of Heroes, players are encouraged to intentionally challenge the most powerful opponents in the Squad Arena mode, even when defeat is likely.

  • Intentionally challenging the strongest Squad Arena opponents allows players to send ally requests to high-level users, facilitating access to powerful borrowed characters.
  • Borrowing high-power units from an curated ally list significantly increases combat effectiveness and success rates in difficult PvE mission content.
  • Targeting superior opponents in the Arena serves as a long-term progression strategy to bypass power gaps in mission-based modes rather than focusing solely on immediate leaderboard rank.
PocketGamer.bizMar 2016
Cover of Rockfish's Michael Schade on crowdfunding your game development
18 min
PocketGamer.biz18 min

Rockfish's Michael Schade on crowdfunding your game development

The primary objective of this analysis is to outline effective crowdfunding strategies for independent game developers, specifically drawing from the successful Kickstarter campaign for the space shooter Everspace.

  • Crowdfunding success requires rigorous pre-campaign preparation and a disciplined adherence to a core product vision rather than diluting the game with excessive features.
  • Building an audience before launch is essential; the Everspace team used Steam Greenlight to gather 70,000 votes to validate their concept and refine features like VR support.
  • High-quality visual assets, specifically animated GIFs shared on platforms like Imgur, were instrumental in generating millions of views and driving traffic to the campaign.
PocketGamer.bizMar 2016
Cover of Execution Labs' Keith Katz on the value of game accelerators
16 min
PocketGamer.biz16 min

Execution Labs' Keith Katz on the value of game accelerators

Game accelerators serve as vital catalysts for early-stage studios, providing structured environments to scale businesses rapidly through cohort-based programs.

  • Game accelerators provide intensive, cohort-based mentorship and networking, distinguishing themselves from incubators through shorter timelines and a focus on rapid business scaling.
  • Studios should prioritize accelerators that provide direct financial investment in exchange for equity, as this aligns the program's incentives with the studio’s success.
  • Generalist tech accelerators should be avoided in favor of gaming-specific programs that offer relevant alumni networks, industry-specific mentorship, and direct access to platform holders and publishers.
PocketGamer.bizMar 2016
Cover of FTUE: Summoners War
16 min
PocketGamer.biz16 min

FTUE: Summoners War

Summoners War, a long-standing mobile RPG developed by the Korean studio Com2uS, serves as a primary case study for the successful implementation of the free-to-play model within the global mobile gaming market.

  • Summoners War, developed by Korean studio Com2uS, serves as a primary case study for the successful implementation of the free-to-play, games-as-a-service model in the mobile RPG genre.
  • The game’s design philosophy prioritizes long-term player investment and deep, grind-heavy progression systems over casual, short-term engagement.
  • The user experience features a dense, PC-influenced interface that immediately exposes players to complex meta-game systems, including monster summoning, elemental combat, and equipment engraving.
PocketGamer.bizMar 2016
Cover of FTUE: Clash Royale
18 min
PocketGamer.biz18 min

FTUE: Clash Royale

Clash Royale serves as a primary case study for analyzing the first-time user experience (FTUE) in mobile collectible card games and MOBAs.

  • Clash Royale’s FTUE is engineered to socialize players into monetization and progression loops, such as time-gated chest unlocking and resource management, immediately following the introductory combat phase.
  • The tutorial intentionally introduces meta-game elements early to identify and segment users who are willing to spend premium currency to bypass wait times.
  • The game leverages the established Clash of Clans aesthetic to lower the barrier to entry while transitioning players into a distinct, card-based combat system.
PocketGamer.bizMar 2016
Cover of Unlocking Stormtrooper Han in Star Wars: Galaxy of Heroes
10 min
PocketGamer.biz10 min

Unlocking Stormtrooper Han in Star Wars: Galaxy of Heroes

Star Wars: Galaxy of Heroes, a mobile role-playing game developed by EA, utilizes a character-collection framework to engage players through strategic squad building and turn-based combat.

  • Star Wars: Galaxy of Heroes, developed by EA, operates as a hero-collector RPG centered on strategic squad building and turn-based combat within the Star Wars universe.
  • The core progression loop requires players to manage resources to unlock characters via shards, increase levels using training droids, and enhance stats through gear tiers.
  • Combat efficiency is driven by the simulation (Sim) system, which allows players to bypass previously completed battles to farm resources using energy.
PocketGamer.bizMar 2016
Cover of FTUE: Futurama: Game of Drones
11 min
PocketGamer.biz11 min

FTUE: Futurama: Game of Drones

Futurama: Game of Drones, developed by Wooga, represents a strategic attempt to adapt a cult-classic animated intellectual property into the saturated mobile match-puzzle genre.

  • Wooga differentiates Futurama: Game of Drones from the saturated match-three market by utilizing a core match-four puzzle mechanic.
  • The game integrates the Futurama intellectual property by aligning progression and objectives with the show's intergalactic delivery company narrative.
  • The user experience features a highly guided tutorial that introduces specialized power-ups, including line-clearing and bomb-drones.
PocketGamer.bizMar 2016
Cover of FTUE: Guardian Stone
13 min
PocketGamer.biz13 min

FTUE: Guardian Stone

Guardian Stone, an action RPG developed by the Korean publisher NHN, serves as a case study for the challenges inherent in designing first-time user experiences for mobile games.

  • Successful retention in the mobile action RPG genre depends more on long-term metagame engagement and character progression systems than on initial mission-based gameplay.
  • NHN’s Guardian Stone utilizes a standard free-to-play framework featuring energy-based progression, dual-currency systems, VIP tiers, and a character-collection model where low-tier units are consumed for leveling.
  • The game’s onboarding process struggles to balance tutorial depth for casual users with the expectations of experienced RPG players, leading to potential cognitive overload.
PocketGamer.bizFeb 2016
Cover of FTUE: Kendall & Kylie
17 min
PocketGamer.biz17 min

FTUE: Kendall & Kylie

Kendall & Kylie, a free-to-play mobile title developed by Glu Mobile, serves as a thematic successor to the highly successful Kim Kardashian: Hollywood.

  • Glu Mobile developed Kendall & Kylie as a thematic successor to Kim Kardashian: Hollywood, utilizing a portrait-oriented interface to specifically target a younger mobile demographic.
  • The game employs a dual-currency monetization model consisting of soft currency earned through gameplay and hard currency (K-Gems) purchased with real money to accelerate progress.
  • The core gameplay loop centers on an energy-based mechanic where players expend energy to complete tasks, earn experience points, and manage virtual currency.
PocketGamer.bizFeb 2016
Cover of Monetizer: Path of War
12 min
PocketGamer.biz12 min

Monetizer: Path of War

Path of War, a mobile strategy game developed by Envision and published by Nexon M, attempts to differentiate itself within the crowded mobile strategy genre through specific gameplay mechanics and a focus on alliance-based social structures.

  • Path of War, developed by Envision and published by Nexon M, utilizes a grid-based base-building system combined with lane-defense style combat mechanics.
  • The game employs a traditional monetization model featuring a single construction queue bottleneck that incentivizes players to spend hard currency (diamonds) to accelerate progress.
  • Combat is restricted by a command point system that limits unit deployment, requiring players to wait or pay currency to replenish forces.
PocketGamer.bizFeb 2016
Cover of Monetizer: Marvel Avengers Academy
9 min
PocketGamer.biz9 min

Monetizer: Marvel Avengers Academy

Marvel Avengers Academy, a school-themed simulation game featuring teenage versions of Marvel superheroes, utilizes a highly aggressive monetization model that raises questions regarding its suitability for its target demographic.

  • Marvel Avengers Academy employs an aggressive monetization model where unlocking specific high-profile characters can cost players more than $60.
  • The game utilizes a dual-currency system consisting of gold and shards, which are required to purchase cosmetic items, upgrade buildings, and unlock characters.
  • Core gameplay is structured as a time-gated metagame that relies on repetitive task management and waiting for timers, with in-app purchases offered to accelerate progress.
PocketGamer.bizFeb 2016

Writers

Related topics