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The State of Mobile 2019 Executive Summary
1 Table of Contents 07 Macro Trends 19 Gaming 25 Retail 31 Restaurant & Food Delivery 36 Banking & Finance 41 Video Streaming 46 Social Networking & Messaging 50 Travel 54 Other Industries Embracing Mobile Disruption 57 Mobile Marketing 61 2019 Predictions 67 Ranking Tables — Top Companies & Apps 155 Ranking Tables — Top Countries & Categories 158 Further Reading on the Mobile Market 2 COPYRIGHT 2019 The State of Mobile 2019 Executive Summary 194B $101B 3 Hrs 360% 30% Worldwide Worldwide App Store Per day spent in Higher average IPO Higher engagement Downloads in 2018 Consumer Spend in mobile by the valuation (USD) for in non-gaming apps 2018 average user in companies with for Gen Z vs. older 2018 mobile as a core demographics in focus in 2018 2018 3 COPYRIGHT 2019 The Most Complete Offering to Confidently Grow Businesses Through Mobile D I S C O V E R S T R A T E G I Z E A C Q U I R E E N G A G E M O N E T I Z E Understand the Develop a mobile Increase app visibility Better understand Accelerate revenue opportunity, competition strategy to drive market, and optimize user targeted users and drive through mobile and discover key drivers corp dev or global acquisition deeper engagement of success objectives 4 COPYRIGHT 2019 Our 1000+ Enterprise Customers Span Industries & the Globe 5 COPYRIGHT 2019 Grow Your Business With Us We deliver the most trusted mobile data and insights for your business to succeed in the global mobile economy. App Annie Intelligence App Annie Connect Provides accurate mobile market data and insights Gives you a full view of your app performance. -
Tencent Games Strategy 2020
Tencent Games Strategy 2020 Asia Games Market Intelligence: Tencent Games Strategy Profile Tencent is a Chinese technology conglomerate founded in 1998. It is one of the top 10 public corporations globally, by market cap, and is one of the world’s largest venture capital and investment firms. Tencent’s success is at least partially attributable to WeChat and QQ, which are two of the largest social messaging platforms globally (despite being used primarily in China). It is also the largest gaming company in the world by revenue, having generated games revenue of $20.2 billion in 2019. Tencent Games was founded in 2003 – we at Niko Partners like to say that since we were founded in 2002, we have been analyzing the games market in China longer than Tencent has had a Games division. Tencent has solidified its position as the #1 games developer and publisher globally, primarily through success in its home market of China where it ranks as both the #1 mobile and PC game publisher by market share. The company has refined its internal development operations, marketing and publishing capabilities to successfully launch self-developed and licensed games in China. The company has also enhanced its portfolio of games, primarily through investments in more than 80 games companies globally. Part of this involves investment in global game development and publishing capabilities to further extend its presence outside China, focusing primarily on self-developed titles based on original or licensed IP. No new “wow” elements for the 2020 strategy: 1. Strengthen self-development capabilities in China and overseas 2. -
An Analysis of Mobile Gaming Market Trends and Top Titles in the US
The State of Mobile Gaming 2021 — An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia © 2021 Sensor Tower Inc. - All Rights Reserved Table of Contents 03 - Market Overview: Worldwide 15 - Market Overview: United States 21 - Market Overview: Europe 32 - Market Overview: Asia 43 - Market Forecast 49 - Game Genre Trends 57 - Monetization Trends 64 - Advertising Trends 73 - Conclusion Market Overview: Worldwide — An Overview of Mobile Gaming Worldwide © 2021 Sensor Tower Inc. - All Rights Reserved Global Game Revenue Surged During the Pandemic Worldwide quarterly consumer spending in mobile games on the App Store and Google Play App Store Google Play $25B Mobile game revenue spiked during the start of the COVID-19 pandemic, seeing its largest year- +25% over-year growth in Q2 2020 at 33 percent. Games earned more than $20 billion globally for $20B the first time that quarter. +18% $9.2B $8.4B $8.6B $8.1B Strong revenue growth continued in the +16% $15B following quarters. The 25 percent Y/Y growth in $7.0B Q1 2021 easily outpaced the growth during the $6.5B $6.5B $6.0B $6.1B prior two years. $5.7B $5.4B $5.2B $5.3B $10B $13.0B $12.1B $12.4B $12.4B $10.8B $5B $10.0B $9.9B $9.0B $9.1B $7.9B $7.8B $8.2B $8.4B Note: $0 Revenue figures are gross revenue (including the cut taken by Apple or Google). Q1 2018 Q2 2018 Q3 2018 Q4 2018 Q1 2019 Q2 2019 Q3 2019 Q4 2019 Q1 2020 Q2 2020 Q3 2020 Q4 2020 Q1 2021 Market Overview: Worldwide 4 © 2021 Sensor Tower Inc. -
Inside Tencent: China's Gaming Leviathan
FEATURE STORY: INSIDE TENCENT: CHINA’S GAMING LEVIATHAN read more 1 CHARTBOOST POWER-UP REPORT FEBRUARY 2019 CONTENT Introduction 1 How China’s Censors Affect read more 6 New Game Releases read more Overview of China’s Market 2 read more China’s Ad-Supported 7 Game Market read more The Rules for Chinese 3 Publishing Deals read more How to Successfully Advertise 8 in China A Look Inside Tencent, China’s read more 4 Giant Success read more 9 Chartboost in China read more Entering China’s Mobile 5 eSports Arena read more Tencent’s Arena of Valor 2 CHARTBOOST POWER-UP REPORT FEBRUARY 2019 1 INTRODUCTION he Chinese dragon is fully ascendant, after years of fast-paced growth. Chinese mobile gamers now account for 25 percent of world- T wide in-app purchase and in-app advertising revenue, according to App Annie. There are more Chinese smartphone users than there are in the European Union: about 775 million, by researcher New- zoo’s latest estimates. But China isn’t an easy market — even for local devel- opers. In March 2018, the government began a 9 month freeze on new mobile games approvals. In August 2018, the government further punished its largest game com- pany, Tencent, by blocking sales of Monster Hunter: World only eight days after the game’s release. The Mid- dle Kingdom is marked by fierce competition, and even fiercer regulators. 3 CHARTBOOST POWER-UP REPORT FEBRUARY 2019 Despite the challenges, nobody wants to be left out. Advertising in China is similar, in some respects, to can Western developers, publishers and adver- Luckily, as with so many things in China, regulations the game market: a partner or agency is almost a tisers enter this enormous market? This report can’t completely halt business. -
Retention in Free-To-Play Mobile Games
Timo Koski RETENTION IN FREE-TO-PLAY MOBILE GAMES - A CASE STUDY JYVÄSKYLÄN YLIOPISTO INFORMAATIOTEKNOLOGIAN TIEDEKUNTA 2019 TIIVISTELMÄ Koski, Timo Pelaajapysyvyys ilmaisissa mobiilipeleissä - tapaustutkimus Jyväskylä: Jyväskylän yliopisto, 2019, 115 s. Tietojärjestelmätiede, pro gradu -tutkielma Ohjaaja: Abrahamsson, Pekka Ilmaisia mobiilipelejä tulee päivittäin valtavasti lisää suurimpiin markkinapaik- koihin. Kilpailu käyttäjistä on kovaa, sillä pelien on pidettävä kiinni käyttäjistään, jotka voivat helposti vaihtaa pelistä toiseen. Tämän tutkimuksen tarkoituksena on syventää ymmärrystä pelaajapysyvyydestä ja erityisesti siitä, millaisia keinoja pelinkehittäjillä on pelin sisäisillä mekaniikoilla saada pelaajat palaamaan peliin useana päivänä. Vastauksia käyttäjäpysyvyyden tärkeyteen ja ominaisuuksiin sekä ilmaisten mobiilipelien menestystekijöihin tutkittiin kirjallisuuskatsauksen, haastatteluiden, menestyneiden pelien analyysin ja tapaustutkimuksen keinoin. Haastateltavina oli julkaisijoita, joilla on paljon dataa peleistä ja pelaajista. Me- nestyneiden mobiilipelien analyysillä peleistä löydettiin mekaniikkoja, jotka so- pivat eri pelaajatyypeille. Tapaustutkimuksen kohteena oli ilmainen mobiilipeli Zombiefall, joka julkaistiin tutkimuksen aikana kuusi kertaa. Jokaisella kerralla peliin oli tehty pieniä muutoksia. Julkaisuista saatu data osoitti muutosten nos- taneen pelin käyttäjäpysyvyyttä, mutta ei paljoa. Tutkimusmateriaalista muo- dostettiin kahdeksan empiiristä päätelmää. Tutkimuksen tuloksena oli, että pe- laajapysyvyys -
Essential Video Game News
FEBRUARY 2019 ESSENTIAL VIDEO GAME NEWS FRENCH MARKET REPORT Essential Video Game News is produced by the Union of Video Game Publishers (SELL). It reflects the market, consumption and use of the French video gaming industry. FEBRUARY 2019 ESSENTIAL VIDEO GAME NEWS CHAPTER 1 The French video game market 8 CHAPTER 2 Profiles of French gamers 32 CHAPTER 3 A responsible industry 38 CHAPTER 4 SELL 46 EDITORIAL A WORD FROM THE CHAIRWOMAN 4 A WORD FROM THE CHAIRWOMAN ideo gaming is a continuously changing industry. Its energy, its ability to rise to the technological challenges and push the boundaries of creativity are its cornerstones and ensure the sector never Vstops reinventing itself. Whether it’s a pastime, a passion or a job, in just a few years video gaming has become more 2018 is raising the bar even accessible, addressing increasing numbers of players around higher with sales of 4.9 billion the world. Video gaming is entertainment that brings people euros and growth of +15%. together and builds connections. Gamer communities are its first ambassadors and video gaming can incite passion and Julie Chalmette, SELL Chairwoman commitment like no other leisure activity. It offers a wide range of unrivalled experiences for expert gamers and occasional players and encourages playing with people all over the world. This growth is even more remarkable as it is driven by the three large ecosystems that make up the market. There are too few industries capable of developing as quickly in terms of technological changes and the offer of Incredibly flexible when it comes to innovating and adapting reinvented, enriched and diversified experiences. -
A Tutorial of the Gaming Industry
Find our latest analyses and trade ideas on bsic.it Gaming 101: A Tutorial of the Gaming Industry Introduction In this article we are going to provide an overview of the gaming industry and its trends starting from the more traditional console and pc which are moving toward the cloud, to the newest trends in the mobile gaming, such as hyper-casual games, to then finish with the new possibilities enabled by eSports and streaming. The More Traditional Gaming: Console/PC and the Push Toward Cloud Gaming Ever since the early 1950s, the video game industry has slowly made its way into becoming one of the most prevalent forms of entertainment in today’s society. Video game producers have spent billions of Euros on R&D to release the newest and most technologically advanced video games with the aim of capturing an extra percentage of market share. Excluding PC producers, the main competitors in the gaming industry are Nintendo (Nintendo Switch and other consoles), Sony (PlayStation) and Microsoft (Xbox). As today’s society now relies on simplicity and practicality, there has been a gradual shift towards cloud gaming which has inevitably led to the introduction of new competitors on the market and in the video game industry. For example, Amazon, an e-commerce company with relatively little experience in the gaming industry has just released a new gaming service (through the clouds) called Luna, which is set to rival Microsoft’s xCloud, Google’s Stadia as well as Apple’s Arcade. Cloud gaming, also known as gaming on demand, has the potential to expand its market for premium games beyond the current PC and console audience by reaching a larger customer base on any type of device. -
Game Production Studies Production Game
5 GAMES AND PLAY Sotamaa (eds.) & Švelch Game Production Studies Edited by Olli Sotamaa and Jan Švelch Game Production Studies Game Production Studies Game Production Studies Edited by Olli Sotamaa and Jan Švelch Amsterdam University Press The publication of this book is made possible by Academy of Finland project Centre of Excellence in Game Culture Studies (CoE-GameCult, 312395). Cover image: Jana Kilianová Cover design: Coördesign, Leiden Lay-out: Crius Group, Hulshout isbn 978 94 6372 543 9 e-isbn 978 90 4855 173 6 doi 10.5117/9789463725439 nur 670 Creative Commons License CC BY NC ND (http://creativecommons.org/licenses/by-nc-nd/3.0) O. Sotamaa and J. Švelch / Amsterdam University Press B.V., Amsterdam 2021 Some rights reserved. Without limiting the rights under copyright reserved above, any part of this book may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form or by any means (electronic, mechanical, photocopying, recording or otherwise). Every effort has been made to obtain permission to use all copyrighted illustrations reproduced in this book. Nonetheless, whosoever believes to have rights to this material is advised to contact the publisher. Table of Contents Introduction: Why Game Production Matters? 7 Olli Sotamaa & Jan Švelch Labour 1. Hobbyist Game Making Between Self-Exploitation and Self- Emancipation 29 Brendan Keogh 2. Self-Making and Game Making in the Future of Work 47 Aleena Chia 3. Should I Stay or Should I Go? The Circulations and Biographies of French Game Workers in a ‘Global Games’ Era 65 Hovig Ter Minassian & Vinciane Zabban 4. -
Q3 2017 | Report Store Intelligence Data Digest
Q3 2017 | Report Store Intelligence Data Digest © 2017 Sensor Tower Inc. - All Rights Reserved www.sensortower.com Executive Summary | Highlights Worldwide app downloads totaled 23.4 billion for the quarter, which represented a 13.6% increase year-over-year. App Store downloads increased 10.6% to 7.3B while Google Play grew 15% to 16.1B. Kiloo’s Subway Surfers was once again the world’s most downloaded mobile game last quarter, both overall and on Google Play, while Tencent’s Honor of Kings remained No. 1 on iOS. France’s Voodoo surpassed Electronic Arts to become the world’s No. 8 iOS publisher in terms of new downloads. It was No. 5 among iOS game publishers after Tencent, Ubisoft, Kingsoft, and Gameloft. Tencent overtook Electronic Arts to rank at No. 7 on the overall publisher ranking by U.S. downloads. Meanwhile, Google remained the largest U.S. publisher overall when it came to new app installs. © 2017 Sensor Tower Inc. - All Rights Reserved 2 www.sensortower.com About This Data | Methodology Sensor Tower’s Mobile Insights team compiled the download estimates provided in Could your business benefit from this report using the Sensor Tower Store Intelligence platform. access to Store Intelligence insights and the highly accurate data used to • Figures cited in this report reflect App Store and Google Play download build this report? See the fastest growing apps and publishers by estimates for July 1, 2017 through September 30, 2017. downloads or revenue. Email [email protected] for more • Download estimates presented are on a per-user basis, meaning that only information. -
Store Intelligence Data Digest
Q1 2018 Store Intelligence Data Digest © 2018 Sensor Tower Inc. - All Rights Reserved www.sensortower.com Executive Summary | Highlights Worldwide app downloads totaled 25.4 billion in 4Q17, a 7.6% year- over-year increase. App Store downloads increased 13% to 7.8B while Google Play grew 5.4% to 17.6B. Facebook owned four of the top five apps worldwide, including WhatsApp, which led global downloads across both platforms. Meanwhile, its Messenger was the most installed app in the U.S. Tencent’s PUBG Mobile was the most installed mobile game worldwide in Q1. It was also downloaded more than any other game in the U.S. last quarter, despite having launched in mid-March. Short-form music-video based social network Douyin, known in the West as Tik Tok, exploded in popularity throughout Asia, propelling it to No. 1 worldwide on Apple’s App Store and No. 7 overall. © 2018 Sensor Tower Inc. - All Rights Reserved 2 www.sensortower.com About This Data | Methodology Sensor Tower’s Mobile Insights team compiled the download estimates provided in Could your business benefit from this report using the Sensor Tower Store Intelligence platform. access to Store Intelligence insights and the highly accurate data used to • Figures cited in this report reflect App Store and Google Play download build this report? See the fastest growing apps and publishers by estimates for January 1, 2018 through March 31, 2018. downloads or revenue. Email [email protected] for more • Download estimates presented are on a per-user basis, meaning that only information. one download per Apple or Google account is counted towards the total. -
UNIVERSITY of CALIFORNIA RIVERSIDE Gamic Race: Logics Of
UNIVERSITY OF CALIFORNIA RIVERSIDE Gamic Race: Logics of Difference in Videogame Culture A Dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in English by Tanner Matthew Higgin September 2012 Dissertation Committee: Dr. James Tobias, Chairperson Dr. Keith Harris Dr. Toby Miller Dr. Lisa Nakamura Copyright by Tanner Matthew Higgin 2012 The Dissertation of Tanner Matthew Higgin is approved: ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ Committee Chairperson University of California, Riverside ACKNOWLEDGMENTS Scott Juengel inspired my career. James Tobias is the smartest person I know. Lisa Nakamura made it all possible, and has shown me extraordinary grace and generosity. Toby Miller taught me to do something that mattered, and Lindon Barrett clarified for me what that was. Keith Harris gave me confidence, showed me how to run a seminar, and gifted me part of my critical framework. Carol Anne Tyler taught me how to really write. Zach Whalen and Laurie N. Taylor ushered me into the game. My #transformDH crew (Anne Cong-Huyen, Anna Everett, Melanie Kohnen, Alexis Lothian, Amanda Phillips, Martina Rivera Monclova, and all who bear the flag) has helped me stay in the game. David Theo Goldberg and the University of California Humanities Research Institute has awarded me extraordinary opportunities on two occasions. Anne Balsamo organized one of those and Heather Horst the other. The introduction to this project and the concept of displaced racialization was productively shaped by my colleagues, especially Tom Boellstorff, at the Digital Media and Learning Summer Institute 2011. Irene Chien's dissertation work has pushed me along, and so has Edmund Chang's. -
The German Games Industry 2019/20
The German games industry 2019/20 Insights, facts and reports Anno 1800, the latest instalment Editorial 4 of the renowned strategy series, is being developed in close connection Investing in the German games market 6 with the loyal Anno community. Ten good reasons for investing in the German market Federal budget includes 50 million euros for games funding for the first time Associations, networks and funding 14 German market for digital games: 16 facts and figures Germany’s developer landscape 26 Job market situation and education 30 opportunities Gaming studios and companies 32 That’s what they said: German devs 48 and industry experts about Germany’s gaming industry Esports in Germany 50 gamescom: celebrate the games 56 Education register 60 Association register 64 Company register 66 Contents 3 Dear Readers, Some 520 companies in Germany are active in the development and marketing of games, providing jobs Germany is one of the most important markets for for over 11,000 people. Universities in many large computer and video games worldwide. No European German cities also train new talent for all major areas country generates higher sales with games and the of the games industry. Germany also plays a special associated hardware. Germany’s benefits as a business role in the esports segment: some of the world’s largest location include its geographical position in the heart tournaments, the ESL One tournaments, take place of Europe and its excellent infrastructure, as well as its here. And the ESL itself, one of the most important membership in the EU and the uninhibited exchange it organisers of esports tournaments and leagues in the therefore enjoys with over half a billion people on the world, is headquartered in Germany.