An Analysis of Mobile Gaming Market Trends and Top Titles in the US
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A P P A N N I E S T A T E O F M O B I L E 2 0 2 1 E X E C U T I V E S U M M A R Y 2020 Mobile Landscape at a Glance New App App Store Daily Time Spent Mobile Venture Capital Downloads Spend Per User Ad Spend to Mobile Tech S T A T E O F 218B $143B 4.2 Hrs $240B $73B M O B I L E 2 0 2 1 +7% +20% +20% +26% +27% YoY Growth YoY Growth YoY Growth YoY Growth YoY Growth Source: Crunchbase iOS, Google Play, Third-Party iOS, Google Play, Third-Party Android Phones; Among Markets Android in China Android in China Analyzed 2 What's Inside Macro Mobile Trends Gaming Finance Social Networking Video Streaming S T A Retail T E O Food & Drink F M O Marketing & Advertising B I L E Other Industries Embracing Mobile Innovation 2 0 2 Top Apps and Games of 2020 1 3 The Mobile Performance Standard S T A T E O F M O B I L E 2 0 2 1 4 Macro Mobile After a year that welcomed more downloads than ever before, apps should focus on Trends influencing user discovery. 37% of app users we surveyed reported they found a new app through a friend or family member. 67% of users agree when discovering and purchasing new S T apps they trust what they learn from online A T E research, and 50% only consider well-known O F apps. -
Brief Industry Trends Report 2H 2008
ISSN 1985 - 7535 Brief Industry Trends Report 2H 2008 Malaysian Communications and Multimedia Commission (SKMM), 2009 The information or material in this publication is protected under copyright and save where otherwise stated, may be reproduced for non commercial use provided it is reproduced accurately and not used in a misleading context. Where any material is reproduced, SKMM as the source of the material must be identified and the copyright status acknowledged. The permission to reproduce does not extend to any information or material the copyright of which belongs to any other person, organisation or third party. Authorisation or permission to reproduce such information or material must be obtained from the copyright holders concerned. This work is based on sources believed to be reliable, but SKMM does not warrant the accuracy or completeness of any information for any purpose and cannot accept responsibility for any error or omission. Published by: Malaysian Communications and Multimedia Commission Off Persiaran Multimedia 63000 Cyberjaya, Selangor Darul Ehsan Tel: +60 3 86 88 80 00 Fax: +60 3 86 88 10 06 Toll Free: 1- 800-888-030 http://www.skmm.gov.my CONTENTS FOREWORD 2 SUMMARY HIGHLIGHTS 3 C&M MARKET CAPITALISATION AND PERFORMANCE Feeling the Effects of Global Financial Crisis 4 C&M Market Capitalisation Plummeted Significantly 6 Individual C&M Companies Contribution to Bursa Malaysia 7 C&M Companies Share Price Movements 7 C&M Amongst Other Heavyweights 8 Local C&M versus Overseas by Market Capitalisation in US Dollar 9 GOOGLE -
Prospering in the Pandemic: the Top 100 Companies the First in an FT Series on Corporate Resilience in a Year of Human and Economic Devastation
FRIDAY 19 JUNE 2020 FT SERIES Coronavirus economic impact Prospering in the pandemic: the top 100 companies The first in an FT series on corporate resilience in a year of human and economic devastation In a dismal year for single day in April, up from 20m drawing more users into an most companies, a 1. Amazon in late 2019. ever-expanding ecosystem of minority have shone: wearables and services. pharmaceutical groups SECTOR: ECOMMERCE Apple executives predicted boosted by their hunt HQ: SEATTLE, US $269.9bn sales of some items would even for a Covid-19 vaccine; MARKET CAP ADDED accelerate, as millions of technology giants buoyed Key stat: Amazon anticipates consumers working from home by the trend for working it could spend $4bn to keep its Microsoft’s shift to the cloud would opt to upgrade their from home; and retailers logistics running during the under Satya Nadella has left it electronics. Investors crowned offering lockdown coronavirus crisis. well-placed for a world where Apple the first $1.5tn company. necessities online. large numbers of people are Patrick McGee in San Francisco Public companies working remotely. The Teams had the tailwind of a $401.1bn communication app has MARKET CAP ADDED become a way for workers to surprisingly robust stock stay in touch. The Azure cloud 4. Tesla market — which many As world leaders ordered their computing platform has become believe is a bubble. citizens indoors, Amazon became a more critical part of the digital SECTOR: AUTOS To rank companies the emergency port of call for backbone for many companies. -
Sports Quota
http://www.persmin.nic.in/dopt/Chapter%2015%20- %20Sports%20Quota.html DP & AR O.M. NO.14015/1/76-Estt (D)- Dated the 4th August, 1980 Subject: Appointment of meritorious sportsmen to Group C and D posts in relaxation of the procedure. General Scheme Under this Department 's O.M. No. 14/1/72-Estt. (D) dated 28.12.72 orders were issued that the Secretary of the Ministry/Department or the Head of Department under it may recruit a meritorious sportsmen to a class III or class IV service/post (now Group C & D) in the Ministry/Department/Establishment, as the case may be, direct recruitment to which is made otherwise than through a competitive examination held by the Union Public Service Commission, subject to the provisions contained in that O.M. with the coming into being on the Staff Selection Commission, recruitment to group C posts have generally to be made through the Staff Selection Commission. The entire policy of recruitment of sportsmen in various Departments/Offices has since been examined and the following orders are issued for providing for relaxation of recruitment rules to the extent mentioned below:- 1. ELIGIBILITY a. Appointments under these orders can be made of a sportsman considered meritorious with reference to the following criteria :- a. Sportsmen who have represented a State or the country in the National or International competition in any of the games/sports mentioned in the list at Annexure (A). (ii) Sportsmen who have represented their University in the Inter-University Tournaments conducted by the Inter- University Sports Board in any of the sports/games show in the list at Annexure 'A'. -
The Mobile Games Landscape in 2015 | Newzoo
© 2015 Newzoo NEWZOO TREND REPORT The Mobile Gaming Landscape 2015 And the power users who shaped it INCLUDES CONTRIBUTIONS FROM What I believe we’ve seen in mobile gaming in 2015 is the beginning of a broader trend toward convergence. As shown by the success of FOREWORD Bethesda’s Fallout Shelter on mobile in June 2015 and Fallout 4 on PC, PS4 and Xbox One, game companies are beginning to realize that consumers desire gaming content to fit the various contexts that form It has been another big year for mobile gaming. In fact, it has been the their lives. biggest year in the history of the industry so far. With the sector generating revenues of over $30 billion and King, arguably the biggest As a result, we’ll be seeing in 2016 onward a move player in the market, valued at $6 billion, it’s fair to say that mobile gaming has reached heights in 2015 that few of us would have expected away from defining games by their platform toward a decade ago. Unfortunately, what this means for the industry now and models that allow game content to be played and, in the future has been clouded by antagonistic models of thinking. Whether deliberately or otherwise, mobile gaming’s success has tended equally important, viewed everywhere. to be framed as a battle with console or PC. Sony’s announcement that PS4 Remote Play, which allows console When I unpacked the data from this report, a different picture emerged. owners to play content without carrying the product around, comes hot In contrast to the usual narratives about mobile versus console or PC on the tail of Microsoft allowing Xbox One titles to run on Windows. -
The Carrom Eurocup – Definition and Format The
THE CARROM EUROCUP – DEFINITION AND FORMAT THE EUROCUP is the European Carrom Championship held once a year in the period between June and September in rotation by the affiliated nations of European Carrom Confederation. National federations should communicate their availability to host the Eurocup two years in advance according to the existing order. When new countries join ECC the order will be changed according to their availability. The order at present is: Czech Republic – Italy – France – Germany – Poland – UK – Switzerland. Confirmation of date and venue should be given one year in advance. Official invitation letter should be sent to Federations/Associations 4 months in advance. All players must register through official federations. ELIGIBILITY WHO CAN PLAY The Eurocup is not an Open event. Participation is restricted to players from European countries or any other nations officially or temporarily affiliated to the ECC. Individual players not belonging to officially registered carrom associations may only participate upon approval by ECC. No players who have played for a national team in a non European country may rank in the Eurocup. Players who abandon their national federation illegally cannot play for a European National Team even if they obtain citizenship in the new country. In the Singles and Doubles events all players officially resident, and actually living in Europe (right of abode, work permit etc) for at least three years in a participating country may take part. This does not include foreign students, scholarship holders, temporary visa holders or residents who are permanently living abroad. In the Team event only players holding citizenship ie. -
[TME] - Tencent Music Entertainment Group Second Quarter 2019 Financial Results Conference Call Monday, August 12, 2019, 8:00 PM ET
[TME] - Tencent Music Entertainment Group Second Quarter 2019 Financial Results Conference Call Monday, August 12, 2019, 8:00 PM ET Officers Millicent Tu, VGM, IR Cussion Pang, CEO Tony Yip, CSO Shirley Hu, CFO Analysts John Egbert, Stifel, Nicolaus Alex Yao, JPMorgan Chase Eddie Leung, Bank of America Merrill Lynch Piyush Mubayi, Goldman Sachs Group Thomas Chong, Jefferies Hans Chung, KeyBanc Capital Markets Gary Yu, Morgan Stanley Presentation [Technical Difficulty] Operator: Ladies and gentlemen, good evening and good morning, and thank you for standing by. Welcome to the Tencent Music Entertainment Group's Second Quarter 2019 Earnings Conference Call. At this time, all participants are in listen-only mode. (Operator Instructions). Today you will hear discussions from the management team of Tencent Music Entertainment Group, followed by a question-and-answer session. (Operator Instructions). Please be advised that this conference is being recorded today. If you have any objections, you may disconnect at this time. Now, I will turn the conference over to your speaker host today, Ms. Millicent Tu. Please go ahead. Millicent Tu: Thank you, operator. Hello, everyone, and thank you all for joining us on today's call. Tencent Music Entertainment Group announced its financial results for the second quarter of 2019 today after the market close. An earnings release is now available on our IR website at ir.tencentmusic.com, as well as via newswire services. Today you will hear from Mr. Cussion Pang, our CEO, who will start off the call with an overview of our recent achievements and growth strategy. He will be followed by Mr. -
Effects of Micro Transactions on Video Games Industry
Nenad Tomić*1 UDC 004.42:794]:004.738.5:339 Pregledni naučni članak Primljen 08.03.2017. Odobren 19.04.2017. EFFECTS OF MICRO TRANSACTIONS ON VIDEO GAMES INDUSTRY During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT) influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept). In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation. Keywords: microtransactions, freemium, mobile games, pay-to-win, virtual money * Teaching Assistant, University of Kragujevac, Faculty of Economics, [email protected] Vol. 14, № 3, 2017: 239-258 240 Nenad Tomić 1. Introduction The video game industry flourished in the ’80s of XX century, under the influence of the great innovations in iCt. with the change of the computer architecture an increase of processing power was achieved, while the size and price of the computers was reduced. -
Hardware & Esports at the Core Of
Hardware & Esports at the Core of 1. The mobile gaming 4 opportunity 2. Immersion and competition are key 9 trends 3. Hardware facilitates 20 and drives mobile trends Fast-rising hardware capabilities facilitate new game formats COMPETITIVE FREE-TO-PLAY Competitive mobile games and mobile esports MULTIPLAYER GAMES AS A SERVICE continue to rise in popularity, taking an increasing share of gamers’ time and money. With new cross- IMPROVED platform innovations, mobile gamers now have the HARDWARE possibility to play and compete directly with PC and IMMERSIVE console gamers. At the same time, mobile games SINGLE PLAYER SPECIFICATIONS have become more immersive, offering realistic and engrossing game environments and experiences. The convergence of these two trends, made possible by fast-rising hardware capabilities, has paved the way MAXIMUM for new game genres such as battle royale to emerge GAMING and thrive. EXPERIENCE In this report, we explore the mobile gaming opportunity and how the desire for increasingly core, competitive, and sophisticated experiences on mobile has led hardware brands such as Razer and Asus to release dedicated mobile gaming devices. PAY-TO-PLAY © 2018 NEWZOO GAMES AS A PRODUCT MAXIMUM VIEWING JELLE KOOISTRA EXPERIENCE Head of Market Analysts © Newzoo 2018 3 1. THE MOBILE GAMING OPPORTUNITY Global games market revenue forecast | Per device and segment MOBILE PC $70.3Bn $32.9Bn +25.5% YoY +1.6% YoY 3% 24% TABLET GAMES 10% BROWSER PC GAMES $13.9Bn 21% $4.3Bn Mobile games will account for +13.1% YoY -13.9% YoY 2018 TOTAL BOXED/ (SMART)PHONE 51% $137.9Bn DOWNLOADED GAMES PC GAMES +13.3% of the global $56.4Bn 41% YoY $28.6Bn games market this year. -
Carrom – a Board Game Overview Carrom Is a Popular Indoor Game, Believed to Have Originated in India in the 18Th Century
COMPILED BY : - GAUTAM SINGH STUDY MATERIAL – SPORTS 0 7830294949 Carrom – A Board Game Overview Carrom is a popular indoor game, believed to have originated in India in the 18th century. Widely played across the Indian subcontinent, Carrom requires a good sense of angles and superlative precision and concentration. It was once played − mostly by children and ladies − for amusement, but now it is being played at competitive level in an organized manner. Objective Carrom is played on a square polished plywood board with a striker made of hard plastic and small circular wooden pieces called carrommen. The basic objective of carrom is to use the striker with a flick of the finger to drive the carrommen into any of the four corner pockets. The game is about pocketing the carrommen and the queen before the opponent, and scoring maximum points to win. Know more about this game and its laws by reading further. Team Size Carrom is either played singles or doubles in men’s and women’s category. In fact, this is one of those few board games where doubles is allowed. Unlike other indoor THANKS FOR READING – VISIT OUR WEBSITE www.educatererindia.com COMPILED BY : - GAUTAM SINGH STUDY MATERIAL – SPORTS 0 7830294949 games, there are no mixed doubles team. As obvious, the maximum team size is two when playing a game. Participants from various countries form teams for major tournaments or championships conducted across the globe. Carrom – Participating Countries Carrom originated in India, and the neighboring countries easily accessed and learned the game. Over the years, Asian countries have dominated this game and they are considered to produce world’s best players in Carrom. -
For Immediate Release
For Immediate Release TENCENT ANNOUNCES 2020 FIRST QUARTER RESULTS Hong Kong, May 13, 2020 – Tencent Holdings Limited (“Tencent” or the “Company”, 00700.HK), a leading provider of Internet value added services in China, today announced the unaudited consolidated results for the first quarter (“1Q2020”) ended March 31, 2020. 1Q2020 Key Highlights Revenues: +26% YoY, non-IFRS1 profit attributable to equity holders of the Company: +29% YoY ▪ Total revenues were RMB108,065 million (USD15,252 million2), an increase of 26% over the first quarter of 2019 (“YoY”). ▪ On a non-IFRS basis, which is intended to reflect core earnings by excluding certain one-time and/or non-cash items: - Operating profit was RMB35,575 million (USD5,021 million), an increase of 25% YoY. Operating margin remained stable at 33%. - Profit for the quarter was RMB27,984 million (USD3,950 million), an increase of 29% YoY. Net margin increased to 26% from 25% last year. - Profit attributable to equity holders of the Company for the quarter was RMB27,079 million (USD3,822 million), an increase of 29% YoY. - Basic earnings per share were RMB2.858. Diluted earnings per share were RMB2.817. ▪ On an IFRS basis: - Operating profit was RMB37,260 million (USD5,259 million), an increase of 1% YoY. Operating margin decreased to 34% from 43% last year. - Profit for the period was RMB29,403 million (USD4,150 million), an increase of 6% YoY. Net margin decreased to 27% from 33% last year. - Profit attributable to equity holders of the Company for the quarter was RMB28,896 million (USD4,078 million), an increase of 6% YoY. -
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.