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Player Behavior reports and market data

649 documents·113 writers·7,946 charts and tables

Documents

Cover of Universals vs. Differentiators: A Tale of Two Motivations
Presentation37 pages

Universals vs. Differentiators: A Tale of Two Motivations

Understanding player behavior requires distinguishing between universal needs and individual differentiators.

  • Player behavior is driven by two distinct categories: universals, which dictate baseline retention and quality, and differentiators, which determine game selection and audience targeting.
  • The underlying motivation model is built on data from over 500,000 video gamers, categorizing drives into six primary pairs: Action, Social, Mastery, Achievement, Immersion, and Creativity.
  • Universal requirements—such as intuitive UI, clear goals, and consistent feedback—are objective metrics where higher performance is universally preferred for all titles.
Quantic FoundryJul 2021
Cover of India: Mobile Market Spotlight: A Booming Mobile Economy
Report40 pages

India: Mobile Market Spotlight: A Booming Mobile Economy

India has solidified its position as a global mobile powerhouse, currently ranking second worldwide in total app downloads.

  • India is a global mobile-first leader, ranking second in total app downloads with 24 billion installs in 2020, a 28% year-over-year increase.
  • India became the world's largest market for game downloads in the first half of 2021, accounting for nearly 20% of global installs.
  • Daily mobile usage per user surged from 3.3 hours in 2019 to 4.8 hours by Q3 2021, fueled by pandemic-driven engagement.
data.aiJul 2021
Cover of Nature vs. Nurture: Unpacking Player Spending in F2P Games
59 min
Game Developers Conference59 min

Nature vs. Nurture: Unpacking Player Spending in F2P Games

Free-to-play monetization relies on a consistent industry reality where only one to five percent of the total player base generates revenue.

  • Only one to five percent of a free-to-play player base generates revenue, making these individuals a distinct behavioral segment with a high propensity to spend across multiple titles.
  • Developers should shift from vanity metrics to correlation analysis to identify specific KPIs that directly impact average revenue per user (ARPU) and lifetime value (LTV).
  • Pricing entry points should typically range between five and twenty-five dollars, as setting prices too low conditions players to expect lower costs and limits long-term revenue potential.
Game Developers ConferenceJun 2021
Cover of Data Informed Decisions with the Champions of League of Legends
62 min
Game Developers Conference62 min

Data Informed Decisions with the Champions of League of Legends

Riot Games employs a sophisticated, data-informed strategy to manage the character roster of League of Legends, balancing quantitative engagement metrics with qualitative sentiment research.

  • Riot Games utilizes a 'breadth versus depth' framework to measure champion engagement, where breadth tracks the number of unique players and depth tracks the frequency of play per user.
  • Champion updates, such as the rework of Akali, create significant spikes in play rate driven by both existing players and new users attracted by updated visuals and gameplay kits.
  • Mass champion surveys are used to collect sentiment data on non-gameplay attributes like personality, voice, and visuals, allowing developers to understand player affinity beyond raw telemetry.
Game Developers ConferenceJun 2021
Cover of Online Nation 2021 Report
Report185 pages

Online Nation 2021 Report

The Online Nation 2021 report provides a comprehensive analysis of the United Kingdom’s digital landscape during the 2020 pandemic, documenting a profound acceleration in internet dependency and digital transformation.

  • Adults spent significantly more time online in 2020 compared to 2019, with the 18-24 age group showing the largest increase, particularly during lockdown periods.
  • Despite a potential decrease, 6% of UK households (approximately 1.5 million) still lacked internet access in March 2021, though direct comparability with previous years is limited due to methodology changes.
  • Social video platforms are actively launching new features to maintain and build engagement, exemplified by Snapchat's 'Spotlight' which gained 100 million users by January 2021 and offers creators a share of $1 million daily.
OfcomJun 2021
Cover of Self Actualization Through Video Games
41 min
GameMakers41 min

Self Actualization Through Video Games

Video games function as essential arenas for sense-making, providing structured environments where players exercise agency, master complex systems, and pursue self-actualization.

  • Video games serve as structured environments for self-actualization, allowing players to develop transferable skills in strategic thinking, resilience, and complex system mastery.
  • Current industry reliance on quarterly financial targets and short-term engagement metrics often prevents the development of deeper, psychologically meaningful game experiences.
  • To capture long-term value, design philosophies must shift from purely mechanical or persona-based models toward frameworks that actively foster personal development.
GameMakersMay 2021
Cover of Panel: Is it Still About the Whales? Getting the Most of Your Users
60 min
PocketGamer.biz60 min

Panel: Is it Still About the Whales? Getting the Most of Your Users

The gaming industry is undergoing a fundamental shift in how it identifies and monetizes high-value players, moving away from an exclusive focus on traditional whales toward a more nuanced, hybrid revenue model.

  • High-spending player cohorts continue to generate approximately 80% of total game revenue.
  • The deprecation of Apple’s IDFA has forced a shift away from traditional acquisition strategies toward RFM (recency, frequency, and monetary) models to track player behavior.
  • Studios are increasingly using contextual signals, such as session depth and device data, to predict and identify potential high-value users in a privacy-restricted environment.
PocketGamer.bizMay 2021
Cover of Superstar Session: Seize the Moment-Seasonal Changes in the Asian Market -The Best Times to Monetise
31 min
PocketGamer.biz31 min

Superstar Session: Seize the Moment-Seasonal Changes in the Asian Market -The Best Times to Monetise

The Asian mobile gaming market operates on a distinct seasonal rhythm, where revenue and user acquisition are heavily influenced by cultural festivals, regional shopping events, and academic calendars.

  • Align live-ops and advertising spend with peak regional windows, specifically Chinese New Year, Japan’s Golden Week, Korea’s monthly pay cycles, Ramadan, and Songkran.
  • Avoid launching new titles during intensive academic periods, as these times consistently correlate with reduced player engagement.
  • During high-traffic e-commerce periods when advertising inventory costs spike, shift focus from user acquisition bidding wars to retention and in-game content to capture spillover traffic.
PocketGamer.bizMay 2021
Cover of Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits
9 min
Extra Credits9 min

Easy Modes Aren't Easy - Designing Dynamic Difficulty - Extra Credits

The design of difficulty settings in AAA action-adventure games is evolving from simple health and damage adjustments toward nuanced, accessible, and customizable experiences.

  • The industry is shifting from binary difficulty tiers to granular, customizable gameplay settings that allow a broader audience—including casual players and those with disabilities—to engage with AAA action-adventure titles.
  • The Last of Us Part II serves as the current industry benchmark by offering a comprehensive suite of accessibility features, including combat modifiers, motor-skill assistance, and puzzle-bypass options.
  • Modern design strategies prioritize adjusting mechanics like enemy aggressiveness and reaction windows rather than relying solely on traditional health and damage scaling.
Extra CreditsApr 2021
Cover of Fandom-Ready: Creating Fiction in the Age of Fan Consumption
32 min
Game Developers Conference32 min

Fandom-Ready: Creating Fiction in the Age of Fan Consumption

Modern game development thrives by transitioning casual users into deeply invested participants through the creation of multi-layered, identity-driven fiction.

  • The primary objective for modern game development is to convert casual users into long-term, invested participants by fostering a sense of belonging and identity-driven engagement.
  • The 'first big choice' marketing technique uses identity-based decisions—such as elemental or zodiac-inspired archetypes—to allow players to project their personal identities onto the game immediately.
  • Grounding complex or fantastic narratives in mundane, relatable environments like schools or workplaces reduces initial consumer apathy and increases emotional investment.
Game Developers ConferenceApr 2021
Cover of World Design for Different Player Types
30 min
Game Developers Conference30 min

World Design for Different Player Types

World design requires a strategic, audience-centered approach that prioritizes specific player motivations over the attempt to satisfy every possible demographic.

  • Designers should utilize the Gamer Motivation Model to categorize players into specific clusters—such as immersion, social, or mastery—to avoid feature creep and over-scoping.
  • Immersion-driven players respond better to cohesive, narrative-linked zones rather than the disconnected, excessive content that caused fatigue in titles like Dragon Age: Inquisition.
  • Multiplayer world design must balance activity friction, utilizing low-barrier mechanics for public spaces while reserving high-coordination, trust-based tasks for self-organized groups like raids.
Game Developers ConferenceMar 2021
Cover of Designing Games for Female Audiences | Renata Caldani, Maryna Iaremenko, & Joana Marques
33 min
GameMakers33 min

Designing Games for Female Audiences | Renata Caldani, Maryna Iaremenko, & Joana Marques

The female gaming demographic represents a significant and rapidly expanding segment of the global market, currently comprising over 50 percent of mobile players across a broad age range of 10 to 65.

  • Women now represent over 50 percent of the global mobile gaming market, spanning a broad age range from 10 to 65.
  • Female players are increasingly moving away from simplistic casual titles in favor of mid-core and hardcore gaming experiences, such as Genshin Impact and Minecraft.
  • To effectively capture this demographic, developers must abandon gendered marketing tropes and one-size-fits-all design philosophies in favor of data-driven, inclusive strategies.
GameMakersMar 2021

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