Weekly Reports Recap: May 16 - May 20
Insights on the Turkish & Chinese gaming markets; hypercasual state in 2021; PUBG records & more.
This week:
Gaming in Turkey: Turkish Gaming Market reached $1.2B in 2021
Sensor Tower: PUBG Mobile overpassed $8B in Revenue
TIGA: The number of full-time employees in the UK increased by 25% in the last year and a half
Xinhua: Mobile Games Revenue in China in Q1 2022 reached $9.13B
Niko Partners: Government regulations won't prevent the Chinese gaming market from growth
Newzoo & Pangle: Hypercasual games in 2021
StreamElements & Rainmaker.gg: Streams views went down in April 2022
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Gaming in Turkey: Turkish Gaming Market reached $1.2B in 2021
Growth to 2020 was 26%. The market hasn’t shown similar growth rates since 2017.
Mobile Market is responsible for $620M (+27% YoY). Turkish people spent $300M (+23.3% YoY) in PC games; $280M in console titles.
Turkish gaming companies received $266M of investment in 2021. During the last 5 years, if we exclude Zynga & Peak Games deals, the overall investment sum was about $600M. The number of deals in 2021 was 54, and nearly half of them are connected to the hypercasual market.
78% of the adult population in Turkey is playing mobile games. 52% of them are male. 46% of mobile gamers in Turkey are playing 10 or more hours per week.
Sensor Tower: PUBG Mobile overpassed $8B in Revenue
In Q1 2022, the game earned $650M. It’s the lowest revenue since Q4 2020.
57% of PUBG Mobile's revenue - $4.7B - came from China. The US is responsible for 11% of overall revenue; Turkey - for 4%.
App Store is responsible for 81% of overall revenue. But if we cut China, then the diversification is more normalized - only 56% are coming from the App Store.
TIGA: The number of full-time employees in the UK increased by 25% in the last year and a half
16,836 people have been working full-time in the UK gaming industry in April 2020. As of December 2021, the number of full-time employees reached 20,975.
An average annual investment amount into the gaming industry reached £1.3B ($1.6B) at the end of 2021. It’s 30% higher than a year before.
Gaming companies paid £1.19B ($1.47B) in 2021 in taxes to the UK Treasury.
In 2021 overall UK GDP contribution by the game industry was £2.9B ($3.58B).
Xinhua: Mobile Games Revenue in China in Q1 2022 reached $9.13B
An increase from the previous year is 2.72%.
In Q1 2022 users spent 9.28% more than in Q4 2021.
Chinese-developed games earned $4.55B in the worldwide markets in Q1 2022, which is 0.54% lower than in Q4 2021.
Niko Partners: Government regulations won't prevent the Chinese gaming market from growth
By Niko Partners’ analysis, there were 706M gamers in 2021 in China (and there is a decrease from 2020). But by 2026 the number of gamers will increase to 730M.
ARPU will increase from $64.44 in 2021 to $75.6 in 2026.
Overall market revenue in 2021 reached $45.49B with projected growth in 2022 to $47.73B. By the end of 2026, it should reach $55.22B.
Newzoo & Pangle: Hypercasual games in 2021
36 games out of the top-100 in 2021 were hypercasual.
5 leading hypercasual publishers in 2021 by downloads were: Supersonic Studios, Zynga (Rollic), Azur Games, Crazy Labs, and SayGames.
Hypercasual games are getting more downloads in the West if we’re talking about tier-1 countries.
Newzoo & Pangle created the hypercasual gamer portrait in the US, the UK, Japan, and South Korean markets. More often it’s a man (61%) between the age of 27-30, with a mid to high level of income, and a high education who loves games.
StreamElements & Rainmaker.gg: Streams views went down in April 2022
There is a declining trend in the number of views on Twitch & Facebook Gaming in 2022. However, cumulative views on Twitch during the first 4 months of 2022 are 64% higher than in 2020. A Facebook Gaming difference is even higher - 118%.
StreamElements & Rainmaker.gg analytics connect the drop of views with restoring social interactions and returning to everyday life.
Elden Ring made to the top-10 third consecutive time in a row.