This week:
Adjust: 27% of overall game downloads in the last two years were hypercasual
Newzoo: Global Esports & Live Streaming in 2022 Report
data.ai: Mobile Anime Games were responsible for 20% of overall mobile gaming revenue in 2021
Sensor Tower: U.S. Mobile Puzzle Revenue reached $5B in a year
If you’d like to receive updates instantly, please, subscribe to the newsletter.
Adjust: 27% of overall game downloads in the last two years were hypercasual
An overall number of downloads in 2021 increased by 32% compared to 2020. The largest growth dynamic showed LATAM region - +35% YoY.
27% of overall game downloads secured hypercasual titles. Action games (17%), Puzzles (11%), Sports games (10%), and Strategies (5%) are next.
Paid to organic traffic ratio in 2021 increased from 0.73 (2020) to 0.81. The hypercasual category is showing the highest number of paid users - 3 paid users for each organic.
Median eCPI increased from $1.74 in 2020 to $2.18 in 2021.
Median Ret D7 increased from 12% in H1 2020 to 14% in 2021. Median Ret D14 increased from 8% to 13%. Median Ret D30 increased from 5% to 9%.
For the hypercasual games median Retention results in Q4 2021 are following: Ret D1 - 25%, Ret D3 - 13%, Ret D14 - 3.8%, Ret D30 - 1.6%.
The average duration of sessions in 2021 dropped compared to 2020. Contrary, the number of sessions increased slightly.
Newzoo: Global Esports & Live Streaming in 2022 Report
By the end of 2022, the Esports market will reach $1.38B. China will generate 1/3 of this amount. Southeast Asia, Central Southern Asia, and Africa are growing faster than others. By 2025 the market will reach $1.86B.
The main source of revenue for Esports organizations is sponsorship. By the end of 2022 different brands will pay $837.3M - it’s about 60% of worldwide Esports revenue.
Global Esports audience by the end of 2022 will reach 532M people, 261.2M of which can be called enthusiasts. By the end of 2025, the global audience might reach 640.8M people.
PC\Console Esports is popular in developed markets - not only in Europe, but in China, South Korea, and Japan. Mobile Esports is rapidly developing in Latin America, the Middle East, Africa, and India.
The live Streaming audience in 2021 reached 810M people. By the end of 2025, it will grow to 1.41B users (CAGR - +16,3% from 2020 to 2025). About 21% of hours are spent on non-gaming content.
More than 84% of watchers of non-gaming content are watching gaming streams too. This breaks the idea that non-gaming content cannibalizes the audience.
data.ai: Mobile Anime Games were responsible for 20% of overall mobile gaming revenue in 2021
The revenue of mobile anime-styled games in 2021 was $16.97B. Downloads reached 658M.
The majority of anime-styled mobile games come from Team Battle (RPG) genre. In 2021 in China, South Korea, and the US a huge leap showed MMORPG with +854% YoY growth in downloads.
Three top games by downloads are Pokemon GO, Genshin Impact, and SAKURA School Simulator.
Team Battle (RPG) genre is in the first place by revenue among anime-styled mobile games. They’re responsible for $4.9B. Open-world RPG in 2021 - thanks to Genshin Impact - grew by 233% in revenue.
Japan is responsible for 55% of overall anime-styled mobile games revenue.
Sensor Tower: U.S. Mobile Puzzle Revenue reached $5B in a year
Growth is 4.2% to the previous year.
The first place by revenue from April 1, 2021, to March 31, 2022, belongs to Candy Crush Saga with $845.5M. Second place is taken by Homescapes, Candy Crush Soda Saga is third.
During the last year, Puzzle games were downloaded 554M times, it’s 20% lower than a year before. The decline is connected with pandemic situation improvements.
Leaders by downloads are Project Makeover (14.5M), Wordscapes & Candy Crush Saga.
Classic Match 3 is a leader among Puzzle subgenres by revenue. It’s responsible for $1.6B of overall genre revenue (+12.3% YoY). The Other Match 3 category (Zen Match & Angry Birds Blast are presenting it) is growing at the fastest tempo - by 101.3% YoY to $161M.
RPD in classic Match 3 is $47 according to Sensor Tower.