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December 4th, 2019, 21:32 Posted By: wraggster
Call of Duty Mobile received three total honors in Google Play's best games of 2019, including the top spot as best overall game.
It also won the users' choice award, and a spot in the best five competitive games alongside Supercell's Brawl Stars, Rumble Stars Football, Tacticool - 5v5 shooter, and Tennis Clash: 3D Sports.
https://www.gamesindustry.biz/articl...t-game-of-2019
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December 5th, 2019, 21:40 Posted By: wraggster
Call of Duty Mobile has generated just short of $87 million in its first two months on app stores, although spending slowed in its second month.
A new report from Sensor Tower shows the mobile free-to-play shooter made $31 million last month, which combined with the $55 million in its opening month of October puts revenues well over $85 million.
Unsurprisingly, the US is the game's biggest market, accounting for 42% ($36 million) of its total spend. Japan was the second largest, contributing 13.2% ($11 million) of its revenues, with Britain in third at 3% ($2.6 million).
Most of the revenue -- 59.2%, more than $51 million -- came from iOS. This is more than the $10 million PUBG Mobile earned on the platform during its first two months, but less than the $66 million achieved by Fortnite.
https://www.gamesindustry.biz/articl...rst-two-months
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December 9th, 2019, 18:51 Posted By: wraggster
NetEase has begun beta test of its own cloud gaming service, picking up on a trend that fellow industry giants (including rival Chinese company Tencent) are collectively beginning to embrace.
According to Chinese outlet GameLook (as translated by TechNode), the service went live this month and currently only supports mobile games, though PC games are planned for down the line.
The launch roster includes support for 38 different games, 20 of which are published by NetEase. Tencent's Honor of Kings and Bilibili's Fate/Grand Order are included as well. Games can be played either by visiting the website through a phone browser, or through a dedicated app for Android. Graphical quality is adjustable based on connection speed.
https://www.gamesindustry.biz/articl...atform-in-beta
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December 9th, 2019, 18:54 Posted By: wraggster
Call of Duty Mobile has generated just short of $87 million in its first two months on app stores, although spending slowed in its second month.
A new report from Sensor Tower shows the mobile free-to-play shooter made $31 million last month, which combined with the $55 million in its opening month of October puts revenues well over $85 million.
Unsurprisingly, the US is the game's biggest market, accounting for 42% ($36 million) of its total spend. Japan was the second largest, contributing 13.2% ($11 million) of its revenues, with Britain in third at 3% ($2.6 million).
Most of the revenue -- 59.2%, more than $51 million -- came from iOS. This is more than the $10 million PUBG Mobile earned on the platform during its first two months, but less than the $66 million achieved by Fortnite.
https://www.gamesindustry.biz/articl...rst-two-months
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December 16th, 2019, 21:56 Posted By: wraggster
Supercell's Clash of Clans was the top-grossing mobile game of the decade, while Subway Surfers was the most-downloaded, according to mobile data and analytics firm App Annie.
The top-downloaded title from 2010 to 2019, Subway Surfers, passed 2.5 billion downloads in mid-2018, and was the first-ever game to reach 1 billion downloads on Android alone. It has continued to grow since, including reaching the third most-downloaded title for 2019 alone. The game was launched by Dutch developers Kiloo and SYBO Games in 2012, and has since gone on to spawn an animated series and lifestyle brand.
On the list of top-downloaded games in 2019 alone, No.8 Homescapes had reached 223 million downloads by November, and Call of Duty Mobile was downloaded 148 million times in its first month. It was also named Mobile Game of the Year by both Google Play and The Game Awards.
By revenue, Fate/Grand Order was No.1 for 2019 and No.5 for the decade. But for 2010 to 2019, Supercell's Clash of Clans wore the crown. Its last major milestone was grossing an estimated more than $6.4 billion as of earlier this year.
For comparison, Pokemon GO at No.8 for the decade had surpassed $3 billion in lifetime revenue in October of this year.
https://www.gamesindustry.biz/articl...e-by-downloads
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December 16th, 2019, 22:00 Posted By: wraggster
PUBG Mobile earned at least $1.3 billion in revenue in 2019, according to estimates from the data firm Sensor Tower.
The Tencent-backed mobile shooter first launched in February 2018, and yet its earnings in 2019 represent 88% of all spending tracked by Sensor Tower. PUBG Mobile's lifetime revenue from the App Store and Google Play has now exceeded $1.5 billion.
The single most valuable market is China, which accounts for $614 million, or 40% of lifetime revenue -- and that is particularly impressive when viewed in context.
https://www.gamesindustry.biz/articl...illion-in-2019
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December 16th, 2019, 22:16 Posted By: wraggster
The combined revenues generated by mobile games reached $41.5 billion in a single 12-month period -- more than 15 times higher than the $2.77 billion generated by the next biggest category, Entertainment.
That's according to Liftoff's Mobile App Trends Report, which looked at the entire breadth of apps on iOS and Android between September 1, 2018 and August 31, 2019.
During that time, iOS apps made $22.51 billion based on in-app purchases and advertising in games, while Android titles made $18.94 billion. The combined total was 4.27% higher than last year's $39.8 billion. Entertainment apps, meanwhile, made $2.42 billion on iOS, $351 million on Android.
The report also shared average retention rates, with casual games the fourth highest category on Day One, retaining 31.1% of users. This was only beaten by news, comics and social casino games, none of which were higher than 33%. For day seven, casual games' retention average dropped to 9.8%, then to 3.5% on Day 30.
Hardcore games, meanwhile, showed Day One, Seven and 30 retention rates of 29%, 9% and 3% respectively. Midcore games were reported at 29.3%, 7.3% and 2%.
The average time between installation and an in-app purchase for games was reported as one day, 22 hours and 35 minutes -- longer than shopping, dating and finance (the latter of which was one hour, ten minutes).
Games were also the biggest category in terms of the number of downloads. 15.3 million downloads were recorded on iOS and 41.2 million on Android, making for total of 56.5 million. Again, the second biggest category was Entertainment with 8.4 million (2.7 million on iOS, 5.7 million on Android) -- 573% lower than games.
https://www.gamesindustry.biz/articl...es-in-one-year
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