+7% surpassed 5 billion for the first time in Q1 2020,
Source: The State of Mobile Gaming 2021: U.S., Europe, and AsiaTencent surpassed $12 billion there for the first time in Q1 2021, an increase of 21 percent year-over-year.
Source: The State of Mobile Gaming 2021: U.S., Europe, and AsiaAlthough installs dropped off a bit from this peak, they still surpassed 5.5 billion for each of the next three quarters.
Source: The State of Mobile Gaming 2021: U.S., Europe, and Asia$600M +39% +8% puzzle and decorate developer Playrix and strategy game publisher Supercell leading the way.
Source: The State of Mobile Gaming 2021: U.S., Europe, and Asia$600 million in consumer spending in Q1 2021.
Source: The State of Mobile Gaming 2021: U.S., Europe, and Asia$6B Japan’s game revenue increased by more than $1.3 billion in Q1 2021 vs. Q1 2020, an increase of +35%.
Source: The State of Mobile Gaming 2021: U.S., Europe, and Asia
The left side of the figure shows a user interface for selecting market categories. The user is prompted to choose from various categories such as "Casual, Mid-core" and "Build & Battle." The right side of the figure displays a profile page for a user named "Clash of Clans Supercell," which includes their username, a green button labeled "Build & Battle," and a feature indicator showing that they have 82 skills and are currently thinking. Below this, there is information about their performance metrics, including an average grossing rank of 10 and a download rate of 195K. Additionally, there is a section for "Live Events" with an average download rate of $30.1 and a monthly performance score of 82.

Days since release

Germany +0.1% Y/Y
Source: The State of Mobile Gaming 2021: U.S., Europe, and Asia7B Quarterly mobile game downloads in Asia
Source: The State of Mobile Gaming 2021: U.S., Europe, and Asia12 Player Motivations
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