Mobile games

In 2021, the global mobile game user spending reached 116 billion US dollars From data.ai

The following is the In 2021, the global mobile game user spending reached 116 billion US dollars From data.ai recommended by recordtrend.com. And this article belongs to the classification: Mobile games.

Since the outbreak of covid-19, the mobile game has been maintaining a strong momentum, reaching a new high of 116 billion dollars in 2021 alone.

The number of mobile players will reach a new high in 2022

Before 2020, mobile games have long been unique, with record downloads and user spending in app stores. In the next two years, user participation reached an all-time high. Check out the latest mobile game report 2022 to learn about the extraordinary performance of mobile games in the new year:

The following is data Overall data of mobile game report 2022 released by Ai:

Between 2019 and 2021, mobile game user spending increased by $30.2 billion (+ 35%) to $116 billion

Between 2019 and 2021, game downloads increased by 14.9 billion (+ 22%) to 82.98 billion

In 2021, 174 games generated more than $100 million in revenue, compared with 141 games in 2019

There is no doubt that people’s pursuit of digital entertainment during the epidemic has promoted the development of the whole application ecosystem. Mobile games are still the dominant force in the market, and so are they now.

In 2021, the total expenditure of application users was $170 billion, 64% of which came from mobile games, reaching $116 billion. At the same time, games accounted for 15% of the 2 million newly released applications in 2021.

Although the game has always been loved by the public, the early game types have matured and reached the peak of attraction. So where does the noise in the market come from?

There is no doubt that it is because of the emergence of super leisure types.

The mobile game report 2022 points out the amazing growth of such games. Super casual games are successful because they eliminate almost all the resistance of people to play games. This type of game is easy, no burden, almost no game mechanism, and generally can be played for free.

Most people believe that after the great success of flappy bird released in 2014, super casual games began to become popular. At this time, the market is dominated by casual games such as candy crush, temple run and subway surfers. But the super casual type soon attracted gamers that even these popular games couldn’t reach.

Our report proves this: last year, gamers downloaded nearly 13 billion super casual games, mainly in action, puzzle, simulation and IO four sub categories.

In 2018, the total downloads of these four sub categories were only about 2.4 billion, indicating that they have developed by leaps and bounds.

The ubiquitous feature of mobile makes the game cover more audiences

Historically, in the early mobile era, game consumption was mainly driven by young men. However, the popularity of mobile mode makes the game enter the public group. Since then, every smartphone user has a portable handheld. From generation Z to baby boomers, mobile gamers span all populations and cover all genders. Although some game subcategories are more attractive to male players, we also find other subcategories that attract female players. In order to cater to a wider and more diverse group of players, the theme, mechanism and IP expansion of mobile games have become richer, but in some cases, the latter may herald the occurrence of the former.

data. According to the 2022 mobile market report released by AI, three of the top 5 games with more downloads are super leisure types and contain more female oriented content: hair challenge, phone case DIY and high heels. These games have attracted a wider and more diverse audience by broadening their themes.

The mobile game report 2022 provides a deeper analysis of the game preferences of male and female players. It should be noted that the analysis in this report is limited to men and women and does not represent all gender identities. For example, the report points out that in the United States, France and Japan, female players are 1.3 times more likely to play three elimination – Breakthrough (elimination) games, while male players are 1.5 times more likely to play build combat (strategy) games. Interestingly, the report also pointed out that the popular game “among us!” And “robox” is more popular with female audiences.

4X March – battle (strategy) games are the leader in realization

While super casual games have recorded new downloads, such games usually do not have an advantage in direct user spending (because most of the revenue comes from advertising). On the contrary, role-playing and strategy games dominate the realization list.

In 2021, 4x March battle (strategy) games had the highest revenue. In contrast to super casual games, 4x games [abbreviations for explore, expand, develop and conquer] require players to invest time and energy, but the result is to accumulate a group of loyal players willing to invest money to support their hobbies. Last year, the total revenue of this type of games was $9.7 billion, an increase of nearly $2 billion over the previous year. Read more: data AI: Japan Mobile Game App download / revenue list in February 2022 data AI: Top 10 of mobile game download / revenue list of popular markets in February 2022 – data of American market AI: China’s top 30 game manufacturers and application revenue at sea in February 2022 data AI: China’s non game manufacturers and applications went to sea in February 2022 AI: global mobile application index ranking in January 2022 app Annie: 2020 driving force of Chinese games going to sea GDC: 2017 Global Game Industry Report (with download) app Annie: top 30 Chinese manufacturers and applications going to sea revenue in October 2020 gaming Spotlight: consumers spent $1.7 billion a week on mobile games in Q1 in 2021, an increase of 40% compared with that before the epidemic. Guojin Securities: Tesla industry series in-depth report: electric and intelligent flying together, Tesla wave strikes (report attached) Youmeng +: 2017 mobile game development inventory report (download attached) Aurora big data: September 2017 Yin Yang master app Research Report, China music and digital association game Working Committee: China mobile game revenue of 56.14 billion yuan in the first half of 2017 Aurora big data: February 2018 female mobile game users research report GPC & CNG: China game industry report in the first half of 2018

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