The casual games "Brain Test" and "Join Clash"

15 February 2021

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"ree Fire" users. The casual games "Brain Test" and "Join Clash" introduced by the doctor in other articles have all squeezed into the TOP10 download list. These magical casual games rely on the amount of shop to earn advertising fees. From here, we can see the exaggeration of the downloads of games such as PlayerUnknown’s Battlegrounds, Free Fire, Roblox, and so on.
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In 2020, mobile game revenue is expected to exceed 100 billion U.S. dollars, and the game industry has become the most competitive field

Recently, App Annie released a global market game report for the first half of 2020.

According to the report data, due to the increase in the number of users and average user spending, mobile games further expand the global lead. It is estimated that by the end of 2020, mobile gaming revenue will exceed US$100 billion, 2.8 times that of PC/Mac games and 3.1 times that of home console games. It can be seen that the game industry has become the most competitive field in the mobile economy.

5 billion downloads of ultra-casual games

According to data, in the first half of 2020, global downloads of casual games accounted for 80% of all games, and downloads of hardcore games accounted for only 19%, indicating that the market has a higher demand for simple mobile games.

Among casual games, downloads of ultra-casual games accounted for more than 30% of casual game downloads, with downloads reaching 5 billion times, an increase of nearly 5 times compared with the same period two years ago.

The download ratio of hardcore games is not particularly large, with 7% for action, 4% for shooting, 3% for racing, and 6% for other hardcore games.

In terms of usage time, the global usage time of each game category in the first half of 2020, hardcore games and casual games are almost evenly divided, and the user market accounted for 51% and 47% respectively.

Hardcore games are led by the action category, occupying 28% of the market. In casual games, elimination subcategories accounted for 9% of global usage time.

Hardcore game revenue exceeds US$22.5 billion

Among the global user expenditures of various game categories in the first half of 2020, hardcore games have a prominent advantage, occupying 66% of the market share, with revenue exceeding 22.5 billion U.S. dollars, an increase of 5% year-on-year; leisure category accounting for 23%, with revenue of 8.5 billion U.S. dollars, An increase of 15% year-on-year; gambling accounted for 10%, with revenue of US$3.7 billion, an increase of 40% year-on-year.

Among hard-core games, role-playing games (34%) and strategy games (15%) drive nearly half of global user spending, and role-playing revenue is nearly three times that of action games (12%).

Gacha/box opening is the dominant monetization method

We all know that hard-core games have the strongest ability to attract money. In the first half of 2020, among the monetization methods in the popular hard-core games on the user spending rankings, gashapon/out of the box is the main monetization method, in China, the United States, Japan, South Korea and other countries have a large share, especially Japan, which accounts for over 80%. In addition, novice gift packages, VIPs, and skin appearances are several ways to monetize China's hardcore games with higher revenue.

The battle pass, which is a payment model based on time or season subscription, has been favored by more and more manufacturers through "Fortress Night", but it has the lowest share of hardcore game monetization methods in various countries, and has a larger share. Space for development.

In the first half of 2020, the most popular gameplay function among the popular games on the global long-term ranking list. Hardcore games include multiplayer competitions, events, customization, leaderboards, guilds, etc.; casual games include customization, leaderboards, and events , Daily & login rewards, etc.; gambling games include leaderboards, daily & login rewards, friends, invitations, leagues, etc.

U.S. ultra-casual game downloads reach 780 million

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