Skip to main content

Mobile reports and market data

3,861 documents·151 writers·21,905 charts and tables

Documents

Cover of News roundup: BlackBerry bought, King preps IPO and EA's Apple payoff?
9 min
PocketGamer.biz9 min

News roundup: BlackBerry bought, King preps IPO and EA's Apple payoff?

The mobile gaming industry is currently navigating significant shifts in corporate stability, market entry strategies, and regulatory oversight.

  • King is preparing for a NASDAQ IPO with an estimated valuation of approximately $5 billion, highlighting the significant growth potential for successful free-to-play developers.
  • The UK Office of Fair Trading (OFT) has warned that many free-to-play games may violate consumer protection laws by pressuring minors into in-app purchases, mandating that developers provide non-paid alternatives to ensure compliance.
  • BlackBerry is being acquired by a Canadian venture group for $4.7 billion following a $1 billion write-down on its Z10 device, signaling its exit from the consumer smartphone market and its decline as a viable gaming platform.
PocketGamer.bizSep 2013
Cover of Monetizer: Yodo1's Cavemania
12 min
PocketGamer.biz12 min

Monetizer: Yodo1's Cavemania

Cavemania, a match-3 title developed by BonusXP and published by Yodo1, represents a strategic fusion of traditional puzzle mechanics and tactical gameplay.

  • Cavemania, developed by BonusXP and published by Yodo1, differentiates its match-3 core by integrating tactical character movement and resource management inspired by the Age of Empires franchise.
  • The game prioritizes long-term retention over aggressive early-game monetization by avoiding intrusive prompts and delaying requests for push notifications or social connectivity.
  • Monetization relies on a dual-track system of permanent character upgrades and consumable utility items, such as bonus turns and gold multipliers, purchased with in-game gold.
PocketGamer.bizSep 2013
Cover of Monetizer: CastleVille Legends
10 min
PocketGamer.biz10 min

Monetizer: CastleVille Legends

CastleVille Legends represents a strategic shift for the franchise, moving toward a character-driven narrative while maintaining the core mechanics of a free-to-play simulation game.

  • CastleVille Legends utilizes a dual-currency model featuring soft currency (coins) and hard currency (crowns) to facilitate in-app purchases.
  • In-app purchase pricing is tiered, with coin bundles ranging from 69 pence to 39.99 pounds and hard currency bundles reaching up to 69.99 pounds or 99.99 dollars.
  • The game employs HTML5-based dynamic retail strategies, enabling real-time adjustments to pricing and bundle content based on player behavior and market demand.
PocketGamer.bizSep 2013
Cover of What is Monetizer?
2 min
PocketGamer.biz2 min

What is Monetizer?

The Monetizer initiative provides a structured framework for analyzing the monetization strategies of free-to-play mobile games.

  • The Monetizer initiative evaluates free-to-play mobile games by analyzing the first five to ten minutes of gameplay to assess the integration of engagement mechanics, social requirements, and spending prompts.
  • Games are assigned a quantitative 'Monetizer ranking' based on a 50-point scale to standardize the comparison of monetization tactics across different titles.
  • The project maintains a comparative database of approximately 500 mobile game titles to benchmark commercial viability.
PocketGamer.bizSep 2013
Cover of Monetizer: Infinity Blade III
12 min
PocketGamer.biz12 min

Monetizer: Infinity Blade III

Infinity Blade III serves as a notable case study in the integration of sophisticated free-to-play (F2P) monetization mechanics within a premium, paid-entry mobile game.

  • Infinity Blade III utilizes a hybrid monetization model that combines a $7 upfront premium entry fee with an aggressive in-app purchase (IAP) ecosystem typical of free-to-play titles.
  • The game employs a dual-hard-currency system using gold and chips, which are non-interchangeable and serve distinct functions like equipment acquisition and time-based crafting acceleration.
  • Monetization is driven by a layered architecture featuring inventory stores, consumable items, time-based crafting mechanics, and randomized rewards through prize wheels and key-based chest unlocking.
PocketGamer.bizSep 2013
Cover of News roundup: Opinions on GTA V and the rise of iOS 7
11 min
PocketGamer.biz11 min

News roundup: Opinions on GTA V and the rise of iOS 7

This industry analysis examines the shifting landscape of mobile monetization and platform adoption as of September 2013, contrasting the traditional console model with the prevailing free-to-play (F2P) paradigm.

  • Top-grossing mobile titles like Candy Crush Saga achieve an average revenue per paying user of approximately $40 annually, matching the upfront retail cost of many premium console games.
  • Mobile developers such as GungHo Online and Supercell are demonstrating that high-frequency monetization strategies often outperform the traditional one-time purchase model used by console releases like Grand Theft Auto V.
  • Mobile gaming is increasingly adopting complex monetization mechanics, including dual hard currencies, randomized item drops, and time-gated progression, even within premium-priced titles like Infinity Blade III.
PocketGamer.bizSep 2013
Cover of Monetizer: Codemaster's Boom! Tanks
16 min
PocketGamer.biz16 min

Monetizer: Codemaster's Boom! Tanks

Boom!

  • Codemasters adapted proven monetization mechanics from the racing genre, specifically CSR Racing and Fast & Furious 6, and applied them to a rhythm-action tank combat framework.
  • The game utilizes a dual-currency system of soft currency (cash) and hard currency (gold), with gold available through direct purchase or third-party incentivized offers via Tapjoy.
  • A time-limited VIP offer is triggered immediately upon tutorial completion to drive early conversion, while any real-money purchase grants permanent VIP status for ongoing bonuses.
PocketGamer.bizSep 2013
Cover of Monetizer: GungHo's Freak Tower
15 min
PocketGamer.biz15 min

Monetizer: GungHo's Freak Tower

Freak Tower, developed by GungHo Online, represents a hybrid mobile gaming experience that blends the structural management mechanics of simulation titles like Tiny Tower with active, arcade-style monster defense gameplay.

  • GungHo Online’s Freak Tower utilizes a hybrid model that combines vertical tower management simulation with active arcade-style monster defense mechanics.
  • The game caps its maximum in-app purchase price at approximately $35, significantly lower than the industry-standard $99.99 tiers found in many free-to-play titles.
  • To minimize accidental spending and refund requests, the developer implemented a mandatory three-step confirmation process for all in-app transactions.
PocketGamer.bizSep 2013
Cover of Monetizer: Glu Mobile's Odyssey: Age of Gods
13 min
PocketGamer.biz13 min

Monetizer: Glu Mobile's Odyssey: Age of Gods

The mobile role-playing game Age of Gods, developed by TalentWalker and published by Glu Mobile, serves as a case study in the challenges of cross-market game localization.

  • Age of Gods, developed by TalentWalker and published by Glu Mobile, fails to bridge the design gap between Asian market complexity and Western player expectations, leading to an inaccessible onboarding experience.
  • The game’s tutorial is ineffective at explaining core mechanics like turn-based combat, squad management, and resource cultivation, leaving players without context for basic objectives or item quality tiers.
  • Monetization is hindered by an unconventional pricing structure that features a steep jump from a $1 entry point to an $8 tier, while aggressively pushing a $20 recommendation over smaller options.
PocketGamer.bizSep 2013
Cover of Monetizer: Kabam's Puzzle Trooper
13 min
PocketGamer.biz13 min

Monetizer: Kabam's Puzzle Trooper

Puzzle Trooper, a match-3 action RPG published by Kabam and developed by Gumi, utilizes a standard free-to-play mobile architecture designed to onboard new users through a guided tutorial and immediate incentivization.

  • Puzzle Trooper utilizes a dual-currency system featuring soft currency and hard currency (diamonds) to drive a gacha-style troop acquisition loop.
  • The game employs a six-tier store structure for microtransactions, with price points ranging from small purchases up to a $100 high-end tier.
  • To reduce user friction, the game allows players to engage as guests before requiring social media integration, facilitating an immediate entry into the core gameplay.
PocketGamer.bizSep 2013
Cover of News roundup: iPhone 5S/C and PS Vita TV discussed
10 min
PocketGamer.biz10 min

News roundup: iPhone 5S/C and PS Vita TV discussed

The mobile gaming industry is currently navigating significant shifts driven by Apple’s latest hardware releases and Sony’s experimental entry into the microconsole market.

  • Mobile gaming platforms have significantly eroded the market for casual, late-adopter console gaming by capturing a larger share of consumer time.
  • Sony’s $99 PS Vita TV microconsole represents an attempt to bridge the gap between legacy PlayStation titles and the living-room experience, though its market viability is threatened by potential brand confusion during the PS4 launch.
  • Apple’s iPhone 5C faces significant penetration challenges in the Chinese market due to high price points and a lack of carrier subsidies, leaving the region dominated by Android’s open ecosystem.
PocketGamer.bizSep 2013
Cover of Five minutes with Ubisoft Mobile MD Jean-Michel Detoc
6 min
PocketGamer.biz6 min

Five minutes with Ubisoft Mobile MD Jean-Michel Detoc

Ubisoft is positioning itself as a platform-agnostic entertainment company, expanding its focus from traditional PC and console markets to mobile devices.

  • Ubisoft is transitioning from a console-centric model to a platform-agnostic strategy, prioritizing the development of standalone, high-quality mobile games over simple companion apps.
  • The mobile development strategy rests on three pillars: leveraging existing IPs like Assassin’s Creed and Rayman, creating original mobile-first properties, and developing games based on external licenses.
  • Ubisoft is shifting away from its historical reliance on external partners like Gameloft by bringing mobile development and strategic oversight in-house.
PocketGamer.bizSep 2013

Writers

Related topics