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Page 1
Report31 pages

A Global Analysis of Mobile Gaming Benchmarks: 2018 Edition

The mobile gaming landscape between July 2017 and June 2018 was characterized by a widening performance gap between elite titles and the market median. Analysis of over 60,000 games and 850 million monthly active players reveals that top-tier titles in the 15th percentile maintain Day 1 retention rates exceeding 35%, whereas Day 28 retention across the board rarely surpasses 6%. This retention decay underscores the difficulty of long-term player engagement, leading industry leaders like Voodoo to implement strict 50% Day 1 retention thresholds to identify potential hits early in the development cycle.

Monetization metrics further illustrate this disparity, with top-performing games generating three to four times more revenue per paying user than average titles. The Role Playing, Strategy, and Casino genres dominate financial benchmarks, with elite performers achieving an average revenue per paying user of up to $40. Furthermore, the average revenue per daily active user for top-tier games is six times higher than the median, a success largely attributed to sophisticated A/B testing of price points and the implementation of reactive in-game offers.

As mobile games are projected to account for 76% of global app revenue, the ability to convert and retain players remains the primary differentiator for commercial success. While average games struggle with low conversion rates, top-performing titles achieve conversion metrics triple those of the median. These findings suggest that data-driven development and aggressive optimization of monetization funnels are essential requirements for competing in a market where the majority of value is concentrated among a small percentage of high-performing titles.

  • Top-tier mobile games generate six times more revenue per daily active user than the market median, highlighting a massive performance gap between elite titles and the rest of the industry.
  • Elite titles in the 15th percentile achieve Day 1 retention rates exceeding 35%, while industry-wide Day 28 retention struggles to surpass 6%.
  • Leading publishers like Voodoo utilize a strict 50% Day 1 retention threshold as a primary filter to identify potential commercial hits early in development.
  • Role Playing, Strategy, and Casino genres lead the market, with top performers achieving an average revenue per paying user of up to $40, which is three to four times higher than average titles.
  • Top-performing games achieve conversion rates triple those of the market median, underscoring the necessity of aggressive monetization funnel optimization.
+1
GameAnalyticsJan 2018
Page 1
Report34 pages

The Data Behind 10 Years of Google Play (2018)

This analysis examines the growth and performance of the Google Play Store over a nearly seven-year period, spanning from January 2012 to August 2018. Utilizing data from the App Annie platform, the findings track the evolution of the Android ecosystem from its early stages to a mature marketplace featuring over 2.8 million available apps. During this timeframe, the platform recorded nearly 330 billion total downloads and generated over $85 billion in consumer spend, with more than 5,000 individual apps surpassing the $1 million revenue milestone.

Geographic trends reveal a significant divide between volume and value. India leads the world in total downloads at 36.9 billion, followed closely by the United States and Brazil. However, Japan emerges as the most lucrative market, contributing $25.1 billion in consumer spend, significantly outpacing the United States and South Korea. The data highlights a shift in monetization strategies, particularly the 2017 transition toward in-app subscriptions. This change, supported by a reduction in Google’s transaction fees for long-term subscribers, resulted in a 55% growth in spend for non-gaming apps between 2016 and 2017.

The competitive landscape is dominated by major social media and gaming entities. Facebook-owned properties occupy the top four spots for all-time downloads, while LINE and Tinder lead in non-gaming consumer spend. In the gaming sector, Subway Surfers is the most downloaded title, but GungHo Online’s Puzzle & Dragons and Mixi’s Monster Strike lead in total revenue. Looking forward, the analysis projects continued aggressive growth, estimating that annual consumer spend on Google Play will reach $42 billion by 2022, a 90% increase from 2017 levels.

  • Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion total downloads, with more than 5,000 apps surpassing the $1 million revenue milestone.
  • Annual consumer spend on Google Play is projected to reach $42 billion by 2022, representing a 90% increase from 2017 levels.
  • While India leads in total download volume with 36.9 billion, Japan is the most lucrative market, contributing $25.1 billion in total consumer spend.
  • A 2017 shift toward in-app subscriptions, supported by reduced transaction fees for long-term subscribers, drove a 55% growth in non-gaming app spend.
  • Facebook-owned properties hold the top four spots for all-time downloads, while LINE and Tinder lead non-gaming consumer spend.
+3
data.aiJan 2018
Page 1
Report100 pages

Gamesmonitor '12: Gamesindustrie Onderzocht

Sinds entertainment games ook de smartphones en tablets hebben ver - overd dankzij hits als Wordfeud en Angry Birds, staat de gamesindustrie volop in de schijnwerpers. Met deze casual games is het spelen van com - puterspelletjes doorgedrongen tot het grote publiek en tot elk moment van de dag. Een laagdrempelig, onderhoudend tijdverdrijf, waarmee mensen zich op een speelse manier kunnen meten met tegenstrevers.

  • Amsterdam remains the leading city for the games industry in the Netherlands, with nearly 800 jobs in 2011, followed by Hilversum (over 500 jobs) and Utrecht (270 jobs).
  • The traditional computer games industry, dominated by US and Japanese platforms like Sony, Nintendo, and Microsoft, is seeing limited growth (2% annually for console gaming) and a shrinking market for PC games, due to the rise of casual games.
  • Mobile apps, particularly for iOS (iPhone 63%, iPad 60%) and Android (Phone 60%, Tablet 44%), are highly popular platforms in the Dutch games industry.
  • The Dutch games industry is not yet mature; high expectations from a few years ago have not been met, with challenges including intense international competition and difficulty in monetizing single games.
  • The traditional publisher model, involving pre-financing, distribution, and marketing, is being supplanted by alternative self-publishing methods, with digital distribution increasingly replacing physical sales.
+1
Dutch Games AssociationJan 2012

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