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App Annie Index: 2014 Retrospective Top App Trends of 2014
App Annie Index: 2014 Retrospective Top App Trends of 2014 © App Annie 2015 App Annie Index: 2014 Retrospective — Top App Trends of 2014 Table of Contents EXECUTIVE SUMMARY……………………………………………………………………………...3 TOP APP TRENDS OF 2014……………………………………….……………………….............4 Trend 1: Google Play Increased Its Lead Over iOS in Worldwide Downloads……........5 Trend 2: App Superpowers’ Revenue Soared in 2014, While BRIC Looks to Rock in 2015………..………………………………..…………...…………....…...6 Trend 3: Messaging Apps Extended Their Reach as Gateways to New Audiences…………………………………………………………...…....7 Trend 4: Travel & Transportation Apps Led Surge in the Sharing Economy…..…………………………………………………………………….…....8 Trend 5: Mobile Video Streaming Moved Up in Popularity ...……….…………………....9 Trend 6: Silver Screen Icons Had Sizable Mobile Impact...…….……………………….10 Trend 7: Demographics Skewed Female for Social Networking and Photo and Video……....………...……………………………………….……………..11 Trend 8: ‘Super Casual’ Gaming Had a Superb Year………..…………………………..12 Trend 9: Local Expertise Drove Music App Growth in 2014…………………………….13 TOP APPS AND PUBLISHERS BY COUNTRY…………………………………………………..14 Worldwide……………………...……………………...……………………...………………15 Brazil……………………...……………………...……………………...…………………….17 China……………………...……………………...……………………...…………………....19 France……………………...……………………...……………………...…………………..21 Germany...…...……………...……………………...……………………...…………………23 Japan……………………...……………………...……………………...…………………....25 Russia……………………...……………………...……………………...…………………..27 South Korea……….……………………...……………………...………………..………....29 -
The User Engagement Top 100 Report in Mobile Gaming
The 2017 User Engagement Top 100 Report Mobile Gaming Table of Contents Introduction ··································································· 3 Key Takeaways ································································ 4 Methodology ·································································· 5 Push Strategy Adoption of the Top 100 Mobile Games How They Were Sent: Permission Requests ······················· 6 Who Sent Them: Game Genre Breakdown ························· 7 When They Were Sent: Push Timing ································· 8 What Was Sent: Message Content ·································· 10 Missed Opportunities ····················································· 16 Summary ······································································ 17 About Iterable ······························································· 18 Appendix ······································································ 19 2 Introduction Whenever new market research discusses mobile applications, gaming dominates the conversation. Here are just a few mind-boggling stats about the impact of this industry. \ 62 percent of smartphone owners install How are game publishers able to keep customers games within a week of getting their phones, a so engaged? In this report, we analyzed the push higher percentage than any other type of app. messaging strategies adopted by the top 100 freemium mobile games in the United States to study \ Consumers spent $41 billion on mobile games how they communicate with their customers. -
Thomas Wood1 I. Introduction Microtransactions Are Generally
______________________________________________________________________________ ______________________________________________________________________________ RIGGING THE GAME: THE LEGALITY OF RANDOM CHANCE PURCHASES (“LOOT BOXES”) UNDER CURRENT MASSACHUSETTS GAMBLING LAW Thomas Wood1 I. Introduction Microtransactions are generally defined as any additional payment made in a video game after the customer makes an original purchase.2 Over time, microtransactions have increased in prominence and are featured today in many free-to-play mobile games.3 However, some video game developers, to the outrage of consumers, have decided to include microtransactions in PC and console games, which already require an upfront $60 retail payment.4 Consumer advocacy groups have increasingly criticized Microtransactions as unfair to 1 J.D. Candidate, Suffolk University Law School, 2020; B.S. in Criminal Justice and minor in Political Science, University of Massachusetts Lowell, 2017. Thomas Wood can be reached at [email protected]. 2 See Eddie Makuch, Microtransactions, Explained: Here's What You Need To Know, GAMESPOT (Nov. 20, 2018), archived at https://perma.cc/TUX6-D9WL (defining microtransactions as “anything you pay extra for in a video game outside of the initial purchase”); see also Microtransaction, URBAN DICTIONARY (Oct. 29, 2018), archived at https://perma.cc/XS7R-Z4TT (describing microtransactions sarcastically as a “method that game companies use to make the consumer’s wallets burn” and “the cancer of modern gaming”). 3 See Mike Williams, The Harsh History of Gaming Microtransactions: From Horse Armor to Loot Boxes, USGAMER (Oct. 11, 2017), archived at https://perma.cc/PEY6-SFL2 (outlining how the loot box model was originally created in Asia through MMOs and free-to-play games); see also Loot Boxes Games, GIANT BOMB (Nov. -
App Annie 2015 Retrospective
App Annie 2015 Retrospective App Annie 2015 Retrospective RESEARCH & ANALYSIS App Annie 2015 Retrospective Use Restrictions The information, materials, data, images, graphics and other components of this report ("Report") are copyrighted and owned or controlled by App Annie unless otherwise noted. Unauthorized use of the Report may violate copyright, trademark and/or other intellectual property rights of App Annie and may give rise to a claim for damages and/or be a criminal offense. The Report may not be modified, copied, distributed, republished, uploaded, posted, decompiled or transmitted in any way, without the prior written consent of App Annie. 2 App Annie 2015 Retrospective Table of Contents EXECUTIVE SUMMARY 4 Core Games in Asia: Immersive Games Draw 32 Players’ Time and Money TOP APP TRENDS IN 2015 The Next Frontier for Apps 34 App Platform and Market Developments 6 Wearables and TV Take Off 35 Platform Trends Continue: Google Play Downloads 7 TOP APPS AND COMPANIES BY COUNTRY 39 2x iOS While IOS Widens Revenue Lead Worldwide 40 iOS in China: China Passes US in Downloads, While 9 Brazil 43 China Revenue Doubles From 2014 China 46 Google Play Passes iOS in US Downloads 11 France 49 Emerging Markets Continue to Climb 14 Germany 52 Expanding App Monetization and Market Sectors 16 Japan 55 Ridesharing and Taxi Apps: Usage Explodes Around 17 the World Russia 58 Dating App Monetization: The Year of Tinder 20 South Korea 60 Video Streaming: Battle Lines Are Drawn 22 United Kingdom 63 Music Streaming: Revenue Soars for Global and 24 -
Eilers & Krejcik Gaming
EKG App Store Pulse tracks all movement in the top 500 grossing game charts for iPhone, iPad, and Android games (USA only). EKG App Store Pulse Over the past week, noteworthy game updates across all social game genres included: Clash Royale (Supercell) - Following the success of the Gold Pass in Clash of Clans, we knew it wouldn't be long before Clash Royale saw a similar offering. This week the game introduced "Pass Royale," a $4.99 season-based subscription that increases a wide variety of in-game perks for users who decide to buy it. Toon Blast (Peak Games) - 50 new levels released with a television theme. Games of Thrones: Conquest (Warner Bros.) - Latest update teases a a military research event as well as one where dragons eat "whatever they want." This seems quite a bit more interesting than the last event teaser which asked users if they had "read all the books in the Citadel yet." Gardenscapes (Playrix) - Gardenscapes now seems to look a bit more like Homescapes in terms of territory it covers, as this week the game launched its first event "in the house." The extent to which Playrix feels comfortable converging their two successful titles has been interesting to watch from a product development perspective. New game updates from social casino titles included: DoubleU Casino (DoubleU Games) - A Fourth of July update was introduced, including a new "Star Spangled Glory" slot. Wizard of Oz: Casino Slots (Zynga) - Added a new "Beautiful Bubble" slot that incorporates story elements from Glinda's entrance to the Emerald City. -
VIDEO GAMES: CLOUD INVADERS Bracing for the Netflix-Ization of Gaming
VIDEO GAMES: CLOUD INVADERS Bracing for the Netflix-ization of Gaming Citi GPS: Global Perspectives & Solutions June 2019 Citi is one of the world’s largest financial institutions, operating in all major established and emerging markets. Across these world markets, our employees conduct an ongoing multi-disciplinary conversation – accessing information, analyzing data, developing insights, and formulating advice. As our premier thought leadership product, Citi GPS is designed to help our readers navigate the global economy’s most demanding challenges and to anticipate future themes and trends in a fast-changing and interconnected world. Citi GPS accesses the best elements of our global conversation and harvests the thought leadership of a wide range of senior professionals across our firm. This is not a research report and does not constitute advice on investments or a solicitations to buy or sell any financial instruments. For more information on Citi GPS, please visit our website at www.citi.com/citigps. Authors Jason B Bazinet Thomas A Singlehurst, CFA U.S. Entertainment, Cable & Satellite Analyst Head of European Media Research Team +1-212-816-6395 | [email protected] +44-20-7986-4051 | [email protected] Kota Ezawa Mark May Co-Head of Global Technology Research U.S. Internet Analyst +81-3-6776-4640 | [email protected] +1-212-816-5564 | [email protected] Walter H Pritchard, CFA Alicia Yap, CFA U.S. Software Analyst Head of Pan-Asia Internet Research +1-415-951-1770 | [email protected] +852-2501-2773 | [email protected] Expert Commentators Luke Alvarez Ralf Reichart Wil Stephens Founding Managing Co-CEO of ESL CEO, Founder of Fusebox Partner, Hiro Capital Games Global Video Game Team Hillman Chan, CFA Arthur Lai China Internet & Media Analyst Greater China Technology Analyst +852-2501-2777 | [email protected] +852-2501-2758 | [email protected] Carrie Liu ` Atif Malik Taiwan Technology Hardware Analyst U.S. -
A Conceptual Value Function to Explain the Benefits Derived from Users of Free-To-Play Video Games
The University of Maine DigitalCommons@UMaine Honors College Spring 5-2016 A Conceptual Value Function to Explain the Benefits Derived from Users of Free-To-Play Video Games Connor M. Smart University of Maine Follow this and additional works at: https://digitalcommons.library.umaine.edu/honors Part of the Business Administration, Management, and Operations Commons Recommended Citation Smart, Connor M., "A Conceptual Value Function to Explain the Benefits Derived from Users of Free-To- Play Video Games" (2016). Honors College. 313. https://digitalcommons.library.umaine.edu/honors/313 This Honors Thesis is brought to you for free and open access by DigitalCommons@UMaine. It has been accepted for inclusion in Honors College by an authorized administrator of DigitalCommons@UMaine. For more information, please contact [email protected]. A CONCEPTUAL VALUE FUNCTION TO EXPLAIN THE BENEFITS DERIVED FROM USERS OF FREE-TO-PLAY VIDEO GAMES by Connor M. Smart A Thesis Submitted in Partial Fulfillment of the Requirements for a Degree with Honors (Business Administration in Accounting and Finance) The Honors College University of Maine May 2016 Advisory Committee: Matthew Skaves, CFA, MBA, Lecturer in Finance and Accounting David Barrett, MA, CPA, Lecturer in Accounting Susan Myrden, Ph.D., Assistant Professor of Marketing David Gross, Ph.D., Adjunct Associate Professor in Honors (English) Stephanie Welcomer, Ph.D., Associate Professor Management and Associate Dean of the Maine Business School © 2016 Connor Smart All Rights Reserved ABSTRACT Customers of free-to-play video games are becoming one of the largest and most lucrative consumers of entertainment products in America, and yet relatively little formal literature has been written about these users. -
Video Games Market Update
Houlihan Lokey Gaming Industry Market Update Dear Friends and Partners, The global games market, which is on pace to be a $200 billion market by 2022 (growing at a healthy 9% CAGR), has proven to not only be resilient during COVID-19 but is also in many respects a beneficiary of “shelter in place” orders. The popularization of diverse revenue models, including free-to-play, subscription, and ad-driven models, are important factors in the continued, rapid increase of the games industry. Mobile, which has been a key driver of growth, as well, now makes up 45% of the global games market and is expected to represent ~50% by 2022. In many ways, COVID-19 has helped to accelerate several key trends that were already driving innovation and growth within the industry. Some key takeaways that we have seen from this environment are: • The global games market has experienced a surge in users, engagement, and spending as a result of the COVID-19 pandemic. • COVID-19 has pushed gaming further into the mainstream, attracting a new and broader base of gamers. • The importance of social and community-based games is heightened as users look to games as a way to connect with friends and families. • In the absence of traditional live sports, esports is having its moment under COVID-19, with several games receiving their first appearance on linear U.S. networks. • The games industry outlook is attractive, with growth driven by a combination of factors, including: – Continued growth in mobile – The drive to cross-platform games and social/immersive game play – Advancements in next-gen technology, including 5G and cloud gaming – Robust outlook for esports • M&A and financing activity remains robust despite the broader market volatility, highlighted by Zynga’s acquisition of Peak Games, AppLovin’s acquisition of Machine Zone, and Stillfront Group’s acquisition of Candywriter. -
Kishan Mistry*
08_MISTRY.DOCX (DO NOT DELETE) 5/19/19 1:21 PM P(L)AYING TO WIN: LOOT BOXES, MICROTRANSACTION MONETIZATION, AND A PROPOSAL FOR SELF-REGULATION IN THE VIDEO GAME INDUSTRY Kishan Mistry* ABSTRACT As the video game industry continues to grow, game developers have implemented monetization mechanics that generate recurring revenue streams. A recent and popular model is the microtransaction, a system that allows players to purchase in- game assets and additional gaming content with real world currency to enhance or complement the base game. While this model has enjoyed success within the mobile and free-to-play gaming market, its widespread use in the console video game market—particularly through loot box mechanics—has been controversial, primarily because it imposes seemingly limitless additional costs to players, who have already paid for the base game, and has effects similar to casino-style gambling. This note discusses the issues with the microtransactions model generally, and the loot box mechanic specifically, as a means of generating recurring revenue streams. Specifically, it assesses the countervailing concerns of both consumers and game developers and proposes a solution for self-regulation within the industry as an alternative to government regulation or judicial action. TABLE OF CONTENTS I.INTRODUCTION ................................................................................... 538 II.BACKGROUND .................................................................................... 541 A. Pay-to-Win Mechanics ............................................................. 542 B. The Loot Box Crisis and Gambling ......................................... 545 C. Free-to-Play Games and In-App Purchases ............................. 547 D. Downloadable Content, Expansion Packs, and Season Passes 549 III.CONSUMERS V. DEVELOPERS: BALANCING COMPETING INTERESTS ... 552 A. Developers Can Generate Recurring Revenue Streams Without Resorting to Loot Boxes and Microtransactions ..................... -
Video Games and Intellectual Property: Similarities, Differences, and a New Approach to Protection John Kuehl
Cybaris® Volume 7 | Issue 2 Article 4 2016 Video Games and Intellectual Property: Similarities, Differences, and a New Approach to Protection John Kuehl Follow this and additional works at: http://open.mitchellhamline.edu/cybaris Part of the Entertainment, Arts, and Sports Law Commons, and the Intellectual Property Law Commons Recommended Citation Kuehl, John (2016) "Video Games and Intellectual Property: Similarities, Differences, and a New Approach to Protection," Cybaris®: Vol. 7: Iss. 2, Article 4. Available at: http://open.mitchellhamline.edu/cybaris/vol7/iss2/4 This Article is brought to you for free and open access by the Law Reviews and Journals at Mitchell Hamline Open Access. It has been accepted for inclusion in Cybaris® by an authorized administrator of Mitchell Hamline Open Access. For more information, please contact [email protected]. © Mitchell Hamline School of Law Kuehl: Video Games and Intellectual Property: Similarities, Differences, VIDEO GAMES AND INTELLECTUAL PROPERTY: SIMILARITIES, DIFFERENCES, AND A NEW APPROACH TO PROTECTION 1 JOHN KUEHL I. ! INTRODUCTION ...................................................................... 314! II.! THE TROUBLE DEFINING VIDEO GAMES IN COPYRIGHT LAW ........................................................................... 316! A.! FLAWS IN THE COPYRIGHT SYSTEM ...................................... 319! B.! SOLUTIONS TO COPYRIGHT INFRINGEMENT ........................... 321! 1.! Digital Rights Management .............................................. 322! 2.! -
VIDEO and MOBILE GAMING QUARTERLY UPDATE | SPRING 2021 Houlihan Lokey Video and Mobile Gaming Quarterly Update
VIDEO AND MOBILE GAMING QUARTERLY UPDATE | SPRING 2021 Houlihan Lokey Video and Mobile Gaming Quarterly Update Dear Clients and Friends, Houlihan Lokey is pleased to present its Video and Mobile Gaming Quarterly Update for spring 2021. We have included industry insights and select transaction announcements to help you stay ahead in the rapidly evolving video games sector. Drivers of the sector appear to change year by year with current industry forces, including the rapid growth of mobile gaming and specifically free-to-play gaming, the launch of the next generation of consoles, augmented reality (AR) and virtual reality (VR), the rise of professional gaming, and many others. We expect M&A activity and sector evolution to be fast-paced and relentless for the foreseeable future, as the largest video game companies in the world currently have significant cash reserves and/or highly valued public currencies and are looking for additional scale, IP, studios, and capabilities. Over the past year, COVID-19 sent shock waves through markets globally, and the pandemic continues to drag on but real hope has been instilled by way of rapidly accelerating vaccination rates. Despite its many negative effects, the pandemic has significantly benefitted the video game industry; people of all ages around the world have been forced to find ways to entertain themselves at home for months on end, and video games have been one of their top choices. Supporting this notion, global gaming revenues jumped by nearly 20% in the prior year and the prevailing trends appear enduring. COVID-19 has likely provided a long-term structural tailwind permanently growing the pie and attracting capital to the industry.