Weekly Reports Recap: July 19 - July 23
Localization, ESports, Card Battlers reports are inside.
This week in weekly recap:
LocalizeDirect: Top localization languages in 2020-2021
App Annie: Daily apps spent time increased by 45% during the pandemic
CTA: More than a half of US households own a game console
Sensor Tower: US users doubled their spending on the Action games in H1 2021
Sensor Tower: Card Battler in 2021 Report
Niko Partners: Asia is 54% of the world Esports market
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LocalizeDirect: Top localization languages in 2020-2021
In 2020 top 5 translation languages looks as follows: German (11,8%), French (11,1%), Spanish (8,6%), Brazilian Portuguese (8,5%), Russian (8,1%).
Asian languages showed the fastest growth from 2016 to 2020. Vietnamese, Thai, and Malaysian languages showed 11x growth. Hindi language popularity increased by 6x times, Tagalog - by 5x, Arabic - by 4x. Currently, those languages are responsible for 5% of the localization market, in 2016 it was 1.4%.
Source
App Annie: Daily apps spent time increased by 45% during the pandemic
Currently, there are 8 markets, in which users are spending more than 4 hours in apps per day on average.
In Russia the daily spent time increased by 45% from Q2 2019. In Turkey - by 40%.
APAC region is on the top by daily time spent near smartphones - mostly, because of games.
CTA: More than a half of US households own a game console
53% of the US households own the consoles. It’s 10% higher than a year before.
41% of respondents are holding the console of the previous generation. 26% bought the PS5 or Xbox Series S|X.
30% of respondents are planning to buy the game console in the next year. In 2020 there was 21% with such plans.
Sensor Tower: US users doubled their spending on the Action games in H1 2021
Action genre generated $435.7M in H1 2021. It’s 103.8% more than in the first half of 2020.
The majority of revenue came from the Genshin Impact ($174M per H1 2021). Marvel Contest of Champions (Kabam) is second and Dragon Ball Legends (Bandai Namco) is third.
The second genre by revenue growth was hypercasual. It’s increased by 60.4% YoY and reached $59 million.
As for the absolute revenue, the behemoth here is the puzzle genre with $2.6B of revenue (+18.6% YoY). The casino is in second place ($2.5B), while strategy games ($2.2B) are third.
Absolutely all genres are suffering the decrease in downloads, compared to pandemic H1 2020. The most persistent was the strategy genre - it lost only 4.4% and received 71.7M of downloads in H1 2021.
Hypercasual titles became the most downloaded genre of H1 2021 with 830.2M of downloads. It’s 6.5% lower YoY.
Sensor Tower: Card Battler in 2021 Report
Card Battler is a sub-genre of strategic titles, based on Sensor Tower methodology. It’s responsible for 5% of Strategy genre revenue. As for the downloads, it’s responsible for 6% of overall Strategy genre downloads.
Users have spent $380M in H1 2021 in Card Battler games. In Q1 2021 sub-genre showed 17% growth YoY.
As for the downloads, it’s the fastest-growing Strategy sub-genre. In Q2 2021 downloads increased by 23%, compared to Q1 2021.
Sub-genre popularity is growing in the US. 18% of revenue was coming from this region in 2019, while in H1 2021 the US market was responsible for 27% of the whole sub-genre revenue. The Chinese region is enlarging too - from 14% in 2019 to 17% in H1 2021.
RPD Metric (Revenue Per Download) in Card Battler is resulting in $17 in the US. On average, this metric is $9 across all genres worldwide. Card Battlers is the fastest-growing Strategy sub-genre by this metric (+53% YoY). Only shooters (+54% YoY) and Action games (+74% YoY) are showing better growth.
The top growing sub-genre game is Yu-Gi-Oh! Duel Links. In H1 2021 it got $110M - 33% of this sum came from Japan, 27% - from the US.
6 out of 10 top-grossing Card Battler projects are earning the majority of revenue from the Asian markets.
Niko Partners: Asia is 54% of the world Esports market
Niko Partners values the Esports market of $1B in 2020. It’s 4.9% more than a year before.
The number of viewers increased by 21% from 2019 - from 510M to 618.4M.
The number of players in Esports projects increased by 7.3% - from 595M to 658.5M.
By 2021 Asian Esports market will grow by 10.5% and reach $600M.