Here’s a talk from last November from Tom Giardino from Valve during Steam Dev Days. It’s an excellent 101 primer on the platform and something I recommend independent developers watch as they start considering self-publishing and what is involved:
67 Million Monthly Active Players (MAU)
33 Million Daily Active Players (DAU)
1.5 million new accounts per month (making a purchase)
|Oceania (Australia, New Zealand)||4%|
|Other (Middle East, Africa, Rest of World)||8%|
Zorka.mobi and Adjust released a report on the Russian mobile market for games. You can get the report here.
- The total revenue of the Russian gaming industry was $1.4 billion USD in 2016 (Source: NewZoo)
- Russian mobile game revenue was $699.3 million USD in 2016.
- It’s expected to grow at a CAGR of 12.5% per year
- Russia has 152,528,000 Gamers
- 80% of Russian Gamers are Male
- The Russian mobile market average ARPU is $4.90 USD
- Android users are retained longer, but monetize less than iOS
- iOS TOP-10 – 25,000 daily installs (need 80,000 installs in 3-5 days to chart)
- Android TOP-10 – 40,000 daily installs (need 150,000 installs in 3-5 days to chart)
The average app review time for a mobile game is currently 2 days for the iOS App Store according to: www.appreviewtimes.com
This is a great site to check and see how approvals are going across a cross-section of app developers, so the waiting game is a little more transparent.
DFC Intelligence predicts 2016 game software sales to reach $79 billion. This is 8% higher than 2015.
- Video Game Software Sales will be $98 billion in 2020
- The market is seeing a CAGR of more than 5 percent
- The PC Game Market in Asia, North America and Europe will grow to $40 billion by 2020
- The PC Game Market in Asia, North America and Europe was $30 billion in 2015
According to the Game Publishers Association, China (GPC):
- China had 517 million gamers as of this time last year
- 147 million of those players are core gamers
- There were 358 million mobile gamers in China in 2014
- The U.S. is now the top market by revenue for mobile games
According to Global Mobile Game Confederation (GMGC):
- China will become the largest market for mobile games in 2016 with estimated revenue of $7.7 billion
- The U.S. will reach $7.3 billion in mobile game revenue in 2016
- The mobile game market in China will reach $9.3 billion in 2017
- The mobile game market in the U.S. will reach $8.2 billion in 2017
According to IDC’s Worldwide Digital PC and Mac Gaming 2013-2017 Forecast:
- PC and Mac gamer spending will be $24 billion worldwide by 2017
- Worldwide digital PC/Mac gaming is expected to grow at a rate of four percent per year
- Market growth will occur in the BRIC (Brazil, Russia, India and China) regions
- Hardcore F2P games have close to a $16 ARPPU, the highest of the categories studied.
eMarketer released new info on the U.S. tablet market for games:
- Three-quarters of tablet users play games regularly
- eMarketer estimates that between 2013 and 2017, the number of tablet gamers will rise from 96.1 million to 143.0 million
International Data Corporation (IDC) published the Worldwide Gaming-Optimized Handheld, Smartphone, and Tablet Gaming 2013–2017 Forecast, on the current state and future direction of smartphone, tablet, and gaming-optimized handheld (GOH) hardware and software. The forecast details the outlook for Apple, Google/Android, Microsoft, Nintendo, Sony, and a wide range of game developers and publishers from a mobile and portable gaming perspective through 2017. Some key point they make are:
- IDC research shows that the number of paying smartphone and tablet gamers will surpass the number of paying GOH gamers worldwide in 2013
- This number will continue to rise at a rapid rate through 2017
- The number of GOH bundles shipped should fall at an average of nearly 7% per year over the next five years
- The installed base of GOH’s is being overwhelmed by smartphones and tablets that are used for casual gaming primarily
- Total mobile/portable gaming revenue, including digital and packaged game software, GOH hardware bundles, and direct advertising revenue going to platform suppliers and game developers/publishers, is forecast to approach $23 billion in 2017.
DFC Intelligence released new research forecasting global revenue from video game software growing from $52 billion in 2011 to $70 billion in 2017.
- Revenue growth is predicted to be split between three broad platforms: personal computers (PCs) leading with 39% of revenue, TV-based console systems with 36% of revenue, and mobile devices with 25%.
- By 2017, 66% of game software will be delivered digitally
- The core consumer still remains males age 12 to 30
- Browser-based games and social networks will exceed $8 billion in revenue by 2017
- Free-to-play games should count on an average paying consumer spending $75 a year for two years