Weekly Reports Recap: June 13 - June 17
"Unsuccessful" Diablo Immortal launch brought 3 times more money than the "successful" Apex Legends Mobile launch; McKinsey & Co. is promising metaverses a bright future & more.
This week:
The Pokemon Company: Pokemon-related software was shipped 440M+ times
Sensor Tower: Non-Gaming apps will outperform gaming apps in mobile spending
NPD Group: May US Gaming sales are the worst since the pandemic
McKinsey & Co.: The Metaverse market will reach $5T by 2030
Bango: 31% of game developers from the US & UK will close if ad regulations will strengthen
AppMagic: Diablo Immortal earned $24M+ in the first two weeks on mobile
Newzoo: People's reception of games in 2022
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The Pokemon Company: Pokemon-related software was shipped 440M+ times
Numbers are actual for March 2022
The majority of shipments are coming from video games.
For the CCG time-being, more than 43.2B cards were produced.
Sensor Tower: Non-Gaming apps will outperform gaming apps in mobile spending
By 2026 games will take about 43% of overall iOS revenue. It’s a hard decline compared to the 66% games took in 2020.
The situation with Google Play is slightly better, but the trend is the same. By 2026 games will be responsible for 65% of revenue compared with 83% in 2020.
However, app spending will also grow and reach $233M by 2026. Sensor Tower analytics are projecting a CAGR of 12%.
Downloads will grow too but not so fast - with a CAGR of 4.7%.
The fastest-growing market by app adoption will be Asia.
NPD Group: May US Gaming sales are the worst since the pandemic
$3.68B was spent on games in the US in May. It’s 19% lower than a year before.
$3.33B of this sum was spent on the gaming content (games, microtransactions, subscriptions e.t.c.). The decline YoY is 19% too.
Elden Ring made it back to the top chart.
Google Play sales went down by 23% YoY; App Store is feeling better with only a 2.6% decline.
Hardware sales decreased by 11% (to $216M); accessories - by 7% (to $131M). Nintendo Switch LED was first in both unit & dollar terms.
McKinsey & Co.: The Metaverse market will reach $5T by 2030
The majority of the volume will come from e-commerce ($2.6T), virtual learning ($270B), ads ($206B), and games ($125B).
In 2021 $13B was invested in metaverse of different kinds. During the first half of 2022 (which is not over yet), investors already put more than $120B in metaverse-related companies.
There is still no clear understanding of what metaverse is. McKinsey & Co. suggests thinking about it as a multi-layer thing. Yosuke Matsuda, the Square Enix CEO does not want to define the metaverse at all: “We’re trying to not define the metaverse so rigidly that it limits the imagination of creators”.
However, the report is good because of a lot of data & industry leaders’ opinions. You can find it here.
Bango: 31% of game developers from the US & UK will close if ad regulations will strengthen
More than 300 game developers from the US & UK have been surveyed.
64% of game developers are sure that acquiring new users have never been so hard as it is now.
62% of game developers do not understand how to effectively acquire new users if the ad regulations will become harder.
AppMagic: Diablo Immortal earned $24M+ in the first two weeks on mobile
According to the service, Diablo Immortal brought developers $24.3M in two weeks after the launch.
The revenue split is almost equal. $13M came from App Store; $11.3M - from Google Play.
In the first two weeks, the game was downloaded almost 8.5M times. The peak of downloads happened in the first days after the release.
The cumulative ARPU of Diablo Immortal in the first two weeks is $3.12. On iPad, this number is twice as higher - $6.67.
These numbers are without the PC version.
Newzoo: People's reception of games in 2022
Newzoo surveyed 75,930 people in 36 countries.
People are choosing Games among other entertainment activities more often. And it’s applicable to all age categories.
The younger the more chances, that person is spending money on games. Newzoo analytics are sure that childhood habits will help the gaming market to grow.
The majority of gamers are interacting with games outside of just the gaming experience. 42% of generation Alpha gamers watch streams, listen to podcasts, and discuss games on social platforms.
In the US only 55% of gamers do know what Play-to-Earn. The majority of them are optimistic that such a concept will be used in the future.
Gamers are more loyal to brands than non-gamers.