Despite E3, this week was very busy in terms of market numbers and reports. AppsFlyer continues to tell about ATT & iOS 14.5. App Annie with different partners shared news about global and local gaming trends. This & more today:
NPD Group: US spending on games in May was $4.45 billion
App Annie & IDC: 2021 Gaming trends
App Annie: Mobile version of Among Us reached $86 million revenue in 3 years
AppsFlyer: iOS 14.5 & ATT in gaming (June 15)
GameDiscoverCo: E3 conferences conversion into Steam wishlists
App Annie & Wargaming: Russian Mobile Gaming Market in 2020 and Q1 2021
Niko Partners: The console market in China will reach $2.46 billion by 2025
App Annie: Slots are accountable for 6% of mobile gaming market revenue
Sensor Tower: Top 100 US Mobile games are responsible for 64% of mobile gaming sector revenue
Tapjoy: Gen Z Mobile Gamers Report
StreamElements & Rainmaker.gg: Twitch had 2.2 billion hours watched in May
33% of games from E3 2021 and Summer Game Fest are non-violent
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NPD Group: US spending on games in May was $4.45 billion
The US market showed 3% YoY growth. Compared to the previous month (which was the first decreasing one in 13 months), the US market grew by 2%.
People spent $4.07 billion (+3% YoY) on the content.
Hardware sales reached $244 million (+5% YoY) in sales.
Resident Evil: Village was a top-selling game in May. It also managed to already become the top-2 game of the year by sales.
Nintendo Switch was the best console both in sales and revenue.
App Annie & IDC: 2021 Gaming trends
The mobile gaming market is growing more rapidly than PC/Console. As for now, the mobile market is 2.9x times bigger than the PC market and 3.1x bigger than the console.
US and Western European markets showed the best growth in revenue during the pandemic.
Top games by Revenue in 2020-2021 had real-time multiplayer.
Mobile games revenue and downloads are still growing. App Annie’s analytics doesn’t see any reasons for growth to stop: in Q1 2021 users were spending $1.7 billion per week on mobile games (it’s 40% more than before pandemic).
Video ads are the most disliked ad format for US users. However, it’s still the most popular - 88% of gamers have seen it.
Only around 20% of users are disliking the Rewarded Video ads.
The full version of the report is available here.
App Annie: Mobile version of Among Us reached $86 million revenue in 3 years
The game has been downloaded 324 million times since its release 3 years ago.
The best month ever from both revenue and downloads perspective was October 2020. The game received almost 75 million downloads and $24.5 million in revenue.
The US is accounted for 12.6% of overall downloads and 63.4% of revenue.
AppsFlyer: iOS 14.5 & ATT in gaming (June 15)
19% of gaming apps fully implemented ATT; 29% of them did this partially. A week ago only 25% of apps supported the framework, but, there was no segregation between full and partial implementation.
42% of users switched to iOS 14.5. A week before only 27% of them were using the new iOS version.
ATT still has the best implementation rate in hardcore & social casino games. The hypercasual genre grew in this matter most from the previous week, but HC publishers - in most cases - using partial ATT integration.
GameDiscoverCo: E3 conferences conversion into Steam wishlists
Small shows like Indie Live Expo or Wholesome Direct could convert into 250 - 1,500 wishlists on the day of the showcase.
Mid-size events (Day of the Devs; PC Gaming Show partly) could bring the developer 3,000 - 7,000 wishlists.
Appearance at the big shows like Microsoft & Bethesda E3 conference could result in 15,000 - 50,000 wishlists.
The author points, that numbers are approximate. Plus, for the sustained series with a fanbase they might differ a lot.
On average, 29% of users, added the game to the wishlist, are buying it. 13% doing it within the first week; another 13% buying the game within the first year. 3% of users are buying the gamer after a year from the release.
App Annie & Wargaming: Russian Mobile Gaming Market in 2020 and Q1 2021
2020
Mobile gaming market size in Russia in 2020 resulted in $933 million with +25% YoY growth.
Top-revenue genres are RPG ($146 million), strategies ($137 million), and puzzles ($58 million).
Hypercasual games in Russia were downloaded 594 million times in 2020 (+66% YoY). But it’s interesting, that in top-3 games by downloads, there are no hypercasual games: My Talking Tom Friends, Brawl Stars, and PUBG MOBILE are on top.
Hero Wars, Brawl Stars, Gardenscapes, Empires & Puzzles, and World of Tanks Blitz were games with the highest revenues in the region in 2020.
Q1 2021
Market revenue in the first three months of the year was $235 million (+11% YoY).
Android brought developers $156 million (+14% YoY), iOS - $80 million (+7% YoY).
Best games by revenue in Q1 2021 - Homescapes, PUBG Mobile и Brawl Stars.
In Q1 2021 Russian gamers have downloaded games 727 million times (+6% YoY).
Top games by downloads in Q1 2021 - DOP: Delete One Part, Among Us, and Phone Case DIY.
Games with the largest active audience: Brawl Stars, Among Us, ROBLOX, Minecraft Pocket Edition, and PUBG MOBILE.
Niko Partners: The console market in China will reach $2.46 billion by 2025
In 2020 Chinese console gaming market was valued at $1.84 billion.
This means that the annual growth rate of the segment will be 5.9%.
Console audience will grow faster - from 13.2 million people in 2020 to 23.9 million in 2025.
By 2025 the console part of the Chinese gaming industry will be responsible for 4.3% of the whole market revenue.
App Annie: Slots are accountable for 6% of mobile gaming market revenue
Social casino overall is responsible for 11% of mobile gaming market revenue. In Q1 2021 the genre revenue resulted in $2.4 billion (+52% growth YoY).
Slots are responsible for 55% of revenue and 30% of downloads of the social casino.
Slotomania from Playtika has the best MAU in the slots genre. The game was released in 2011.
Sensor Tower: Top 100 US Mobile games are responsible for 64% of mobile gaming sector revenue
It’s by 4.6% lower than in 2017.
In 2020 top-100 US Mobile Games earned $14.4 billion. It’s 35% more than a year before.
Games from 101-200 positions in rating got $3 billion in revenue in the US in 2020. It’s 41.2% growth compared to 2019. Games from the second hundred are responsible for 13.7% of all mobile US gaming market revenue.
Games from 201-300 position earned $1.4 billion in 2020. It’s 6.2% of the mobile gaming sector in the US and 45.5% more than in 2019.
As for the top-10 games, they earned $4.2 billion in 2020 in the US. YoY increase - 27.2%.
It’s important to notice, that we see a positive tendency here - revenue is slowly distributing more evenly. And not ending at top companies pockets only.
Global markets
Top 100 games globally earned $42.7 billion. The growth rate is slower than in the US - +29% YoY.
In 2020 top 100 mobile games were accountable for 53.5% of all mobile gaming revenue. In 2017 top 100 mobile games have earned 56% of the sector's revenue.
101-200 positions earned $10.8 billion - it’s 13.6% of the whole mobile gaming market. YoY growth is 18%.
201-300 positions managed to get $5.6 billion and showed +19% growth. It’s 7.1% of the overall sector’s revenue.
Tapjoy: Gen Z Mobile Gamers Report
83% of Generation Z started to use smartphones before they turned 18.
82% of Gen Z playing games frequently.
68% of Gen Z shopping via smartphone 1-4 times a week.
61% of Generation Z has a positive attitude to offer walls, that offer them different in-app bonuses.
Zoomers don’t like ads overall, but they value creative ad messages.
Download the full report here.
StreamElements & Rainmaker.gg: Twitch had 2.2 billion hours watched in May
The last record was in April 2021 with 2.2 billion hours watched too.
Twitch with a new record is showing the +37% YoY growth.
Facebook Gaming received 400 million hours watched in May (+23% YoY).
The most popular games on Twitch are GTA V (250 million hours), League of Legends (168 million hours), and Valorant (95 million hours).
Resident Evil Village is the only non-multiplayer game in the top-10. It has 48 million hours watched.
33% of games from E3 2021 and Summer Game Fest are non-violent
Interesting numbers are provided by GamesIndustry.biz professionals.
115 games out of 349 showed this E3 and Summer Game Fest are non-violent. This is 33% compared to 17% of non-violent games in 2019.
Most non-violent games are developed by indie developers.
From the major publishers, Nintendo has the best rate of non-violent games - 22%.
The most “violent” major publisher is Square Enix. All of 16 showed games have any sort of violence.