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TheStateof
MobileGaming2023
AnAnalysisofMobileGamingMarketTrendsandTopTitlesintheU.S.,Europe,andAsia
03
10
THERISEOFHYBRIDCASUAL
EXTERNALGAMESUBSCRIPTIONS
NFT&CRYPTOGAMES
MONETIZATION&METAFEATURESTRENDS
MARKETOVERVIEW:WORLDWIDE
MARKETOVERVIEW:UNITEDSTATES,EUROPE,ASIA
CONCLUSION
18
23
27
35
44
62
GAMEGENRETRENDS
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Trends
GameGenre
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20212022
13.7B
Hypercasual
Arcade
Simulation
-10%
12.3B
6.0B
5.9B
-3%
4.8B4.8B
4.9B
4.5B
-0%
Puzzle
-8%
3.4B
3.0B
Lifestyle
Action
Tabletop
Shooter
Sports
Strategy
-11%
1.7B
1.9B+13%
1.9B
1.9B-1%
2.1B
1.8B-14%
1.6B
1.7B+8%
1.6B
1.5B-7%
$0$3B$6B$9B$12B
$15B
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GenresSawMixed
Outcomesin2022
Top10GameGenresbyWorldwideDownloads,
AppStoreandGooglePlay
Mobilegamedownloadsareaffectedbymultiplefactorstoday,includingATTpoliciesthatimpactcostperinstall,therecessionaffectinguseracquisitionbudgetsandtheoverallpost-covidculturalandmacroeconomicrecovery.
Butevenifthesefactorsinfluencethewholemobilegamingecosystem,sometypesofgamesaremoreaffectedthanothers.Why?
Thetopfivegenresbydownloadsin2022werethesameasin2021.Hypercasualremainedontopinspiteofadecreaseof10percentin2022overall,adropof24percentinQ42022,andacontinuedtrenddownwardsin2023.
In2022,SimulationsurpassedPuzzleastheNo.3Genrebydownloads,fueledbyRobloxandanewtrendinSimulators,SandboxandTycoon/CraftinggamesutilizingaHybridcasualproductmodel.
Whileeachofthetop5genresexhibitednegativegrowthin2022,Actiongamesregistereddouble-digitgrowthat13percentindownloads,mainlyduetothestrongperformanceofShoot’emUpslikeSurvivor.ioandActionSandboxgameslikeSchoolPartyCraftwhichinheritsgamepatternsfrom
Roblox.
Q12019
Q22019
Q32019
Q42019
Q12020
Q22020
Q32020
Q42020
Q12021
Q22021
Q32021
Q42021
Q12022
Q22022
Q32022
Q42022
HypercasualArcadePuzzleSimulationLifestyle
4.0B
3.0B
2.0B
1.0B
Hypercasual-24%Y/Y
Arcade
-4%Y/Y
Simulation-10%Y/Y
Puzzle
-4%Y/Y
Lifestyle
-11%Y/Y
0
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HypercasualSawMajorDeclineinDownloadsin2022
WorldwideDownloadGrowthbyGameGenre,AppStoreandGooglePlay
Aftertheexplosivegrowthoftheprecedingyears,downloadsofHypercasualgamesbegantrendingdownwardsinQ12022.InQ42022,Hypercasualgamedownloadsweredown24percentyear-over-yearto
2.7B.
TheprofitabilityoftheHypercasualproductmodelisdirectlylinkedtouseracquisitioncostsandmonetizationthroughtheuseofvideoads.Bothwereimpactedbymultiplefactorsin2022.
Hypercasualwasthefastestgrowinggenrebydownloadsduringthepandemic.Hypercasualdownloadswereup60percentyear-over-year2020,andup15percentin2021.Thistrend,however,reversedcoursein2022,anddownloadscontinuetrendingdownin2023.
ManyHypercasualdevelopersandpublishersaresearchingforsolutionstothisdecline.ThemostappealinghasbeenthetransitiontothenewHybridcasualproductmodel.
Q12019
Q22019
Q32019
Q42019
Q12020
Q22020
Q32020
Q42020
Q12021
Q22021
Q32021
Q42021
Q12022
Q22022
Q32022
Q42022
CasualCoreExclusiveAccessHybridcasualHypercasualMid-core
6.0B
4.5B
3.0B
1.5B
0
Casual
-5%Y/Y
Hypercasual
-18%Y/Y
Hybridcasual13%Y/Y
Mid-core
-5%Y/Y
Core
-15%Y/Y
ExclusiveAccess54%Y/Y
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HybridcasualIstheNewCasual
WorldwideDownloadsbyProductModel,AppStoreandGooglePlay
It’sclearthatthemobilegamingecosystemisevolvingrapidly,withthemarketproducingnewinnovationsinresponsetochangeslikeATTandpost-covidplayerbehavior.
Changesincostperinstallandconsolidationbetweenpublishersanddevelopersareresultinginindustry-wideshiftsthatchallengeestablishedfinancialmodelsfordevelopingandoperatinggames.
SensorTower’sProductModeldescriptoridentifiesthecorebusinessstrategyofagame.Itanswersfundamentalfinancialquestionsaroundhowagamegeneratesrevenueandthecoststoacquireandretainplayers.
EachProductModelidentifiedbySensorTowerrepresentsadistinctbusinessstrategytofindandsustainprofitability.
In2022,theHypercasualproductmodelwasmostaffected,decreasingby1billionyearlydownloads,whereasHybridcasualsawa13percentincreaseindownloads.Atthesametime,ExclusiveAccess(meaninggamesonlyavailablethroughexternalsubscriptions,liketheNetflixandAppleArcadelibraries)sawa54percentincreaseindownloadsyear-over-year.
20212022
$23.5B
RPG
$20.2B
-14%
$17.5B
Strategy
$16.3B
-7%
$9.5B
$9.1B
Puzzle
-4%
$8.1B
$8.0B
Casino
-1%
$5.9B$4.6B
$4.9B
$4.5B
Shooter
Simulation
Action
Sports
Arcade
Tabletop
-22%
-9%
$4.1B
$4.5B
+9%
$3.2B
$2.7B-14%
$2.3B
$2.1B-7%
$1.7B
$1.8B+4%
$0$5B$10B$15B$20B
$25B
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RevenueofMostTopGenres
Declinedin2022
Top10GameGenresbyWorldwideGrossRevenue,
AppStoreandGooglePlay
Amongthetopgenres,ActionandTabletopstoodoutastheonlytwoshowingpositivegrowthin2022,withrevenueincreasingby9percentand4percentyear-over-year,respectively.
TheActiongenrewasmostlyfueledbyMid-core‘forever’gameslikeGenshinImpact,DragonBallLegendsandMarvelContestofChampions.TrendingHybridcasualgameSurvivor.ioalsomadeacontributiontothegenre.
Incontrast,Shooterwastheworstperforminggenreintermsofrevenuegrowth,withworldwiderevenuedecreasing22percentyear-over-yearduring2022.WeseethethegenreconsolidatingtowardstopgrossinggameslikePUBGMobile,GarenaFreeFireandCallofDutyMobile.
AlthoughShooterstillrankedasthefifthlargestgenrein2022,iftheascentofActioncontinuesinto2023,itmaysurpassShootertobecomethefifthlargestgenrebyrevenue.
Q12019
Q22019
Q32019
Q42019
Q12020
Q22020
Q32020
Q42020
Q12021
Q22021
Q32021
Q42021
Q12022
Q22022
Q32022
Q42022
RPGStrategyPuzzleCasinoShooter
$7B
$6B
$5B
$4B
$3B
$2B
$1B
RPG-20%Y/Y
Strategy-12%Y/Y
Puzzle-7%Y/Y
Casino+1%Y/Y
Shooter-25%Y/Y
$0
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RPGRevenueDownforthe
SeventhConsecutiveQuarter
WorldwideGrossRevenuebyGameGenre,AppStoreandGooglePlay
FourofthetopfivelargestgamegenresregisteredrevenuedeclinesinQ42022,withCasinoastheonlyexception.Shootersawthesteepestdecline,withrevenuefallingby25percentyear-over-yearinQ42022,followedbyRPG,whichdeclinedby20percent.
RPGsawadrasticdeclineinthepasttwoyears,withrevenuefallingfrom$6.1BinQ12021to$4.5BinQ42022,down26percent.
Despitethis,RPGstillrankedasthelargestgenrebyrevenuein2022.
Ifrecenttrendscontinue,StrategycouldovertakeRPGinthecomingyearsasthebiggestgenrebyrevenue.Withrelativelystablerevenue,StrategyhasnarrowedthegapwithRPGto$700MinrevenueinQ42022,downfromnearly$1.3Bayearprior.
Note:
Revenuefiguresaregrossrevenue(includingthecuttakenbyAppleorGoogle).
RPGStrategyPuzzleCasinoShooterSimulation
Other
Asia
39%
23%
4%4%7%2%
20%
NorthAmerica
12%18%21%20%4%9%
17%
Europe
12%23%19%12%5%10%
18%
0%
25%
50%
75%
100%
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AsiaIsaMajorContributor
toRPGRevenue
MarketShareforGameGenresbyGrossRevenuein2022,
AppStoreandGooglePlay
RPGswerethemostpopularandlucrativegenreinthemobilegamingindustryinAsia,accountingfor39percentofmobilegamerevenuegeneratedin2022.
IncontrasttotheAsianmarket,NorthAmericanmobilegamingrevenueisdrivenbyawidervarietyofgenres,includingPuzzle,Casino,Strategy,andRPG.Eachofthosegenresgeneratedatleast12percentofallplayerspendinginNorthAmerica.
InEurope,themobilegamingindustryissimilarlydrivenbyadiverserangeofgenres.TheStrategygenreaccountedfornearlyaquarterofthemobilegamerevenueinEuropein2022.
TheRiseof
Hybridcasual
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MyLittleUniverse
bySayGamesDownloadsin2022:18MRevenuein2022:$8.4M
DefinitionofHybridcasual
WhatisHybridcasual?
ArcherobyHabbyDownloadsin2022:6MRevenuein2022:$30M
TheHybridcasualproductmodelcombinestheapproachablecore
mechanicsfromHypercasualgameswithretentionandmonetization
featuresofMid-coreandCasualgames.
Thesegamesarecharacterizedby:
-EasytounderstandactivegameplaymechanicsthatrequirelowcognitiveeffortinheiritedfromHypercasualgames.
-SimplifiedlongtermmetafeatureslikeCharacterCollectionandProgressionassociatedwithMid-coregames.
-Hybridmonetizationstrategies,featuringcurrencybundlesandprogressionpacksfromCasualgames,andinterstitialsandrewardedadswith
implementationssimilartoHypercasualgames.
-OftenlowerproductioncoststhanCasualgames,andthustheutilizationof
moregenericassets,codebaseandlogicfromotherprojects-anoperational
strategypioneeredinHypercasual.
-AbroadappealtomultipleaudiencesduetoitsuniquecombinationofMid-
core,HypercasualandCasualpersonas.
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99
NewHybridcasual
PercentageofTop10HybridcasualGameThemes
HybridcasualMobileGamesMarketOverview:
WorldwideHybridcasualGamesDownloads
(AppStoreandGooglePlay)
6.0B
5.0B
4.0B
3.0B
2.0B
1.0B
0
2019202020212022
5.1Billion
AppStore+GooglePlayDownloadsin2022
WorldwideHybridcasualGamesRevenue
(AppStoreandGooglePlay)
$1.5B
$1.0B
$500M
$0
2019202020212022
1.4Billion
AppStore+GooglePlayRevenuein2022
Gameslaunchedin2022
Abstract17%
TreasureHunter
4%
Crime
6%
Zombie
DungeonCrawler10%
Hypercasual
8%
Vehicles-Plane
7%
6%Stickmen
6%
CombatArena17%
Space18%
Jan.2022
Feb.2022
Mar.2022
Apr.2022
May2022
Jun.2022
Jul.2022
Aug.2022
Sep.2022
Oct.2022
Nov.2022
Dec.2022
Jan.2022
Feb.2022
Mar.2022
Apr.2022
May2022
Jun.2022
Jul.2022
Aug.2022
Sep.2022
Oct.2022
Nov.2022
Dec.2022
U.S.DownloadGrowthforHypercasualandHybridcasualGames
AppStore(indexedtoJan.2022)
Hybridcasual
20%
0%
-20%
-40%
-60%
Hypercasual
U.S.DownloadGrowthforHypercasualandHybridcasualGames
GooglePlay(indexedtoJan.2022)
30%20%10% 0%-10%-20%-30%
-40%
Hybridcasual
Hypercasual
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Hyper&Hybridin2022
U.S.MonthlyDownloadGrowthforHypercasual&Hybridcasual,AppStoreandGooglePlay
BetweenJuneandAugust2022,weseethetrendforUSdownloadsstarttoshifttowardHybridcasual,fueledbyStumbleGuys,acquiredduringthissameperiodbyScopely.StumbleGuysembracestheSocialPartymetafromRobloxandmini-gamepatternsborrowedfromsuccessfulPCandconsolegameFallGuys:UltimateKnockdown.
Hypercasual’sgrowthreachedaninflectionpointinQ42022,whileHybridcasualinitiateditssecondwaveofdownloads,withgamessuchasSurvivor!.ioamassingmorethan21Mdownloadsworldwideduringthisquarter.Survivor!.ioisamobilegamepublishedbyHabbythatutilizesgamepatternsfromsuccessfulpixel-graphicandPCgameVampire
Survivors.
Fromagamedesignperspective,there’sacleartrendofmobilepublishersutilizingtheHybridcasualproductmodelwithgamesinspiredbyrecentsuccessesfromthePC/consolespace.
SensorTowerGameIntelligencecanidentifyemergingtrendsandmarketshiftstohelpdriveyourproductstrategy.
RaceMaster3D-CarRacing
SayGames
No.2Hybridcasualgamebydownloadin2022
WorldwideReleasedDate:8/1/2021
All-TimeDownload:205M
All-TimeRevenue:$2.38M
MyMiniMart
SupersonicStudios
No.14Hybridcasualgamebydownloadin2022WorldwideReleasedDate:12/18/2021All-TimeDownload:71.2M
All-TimeRevenue:$3.2M
TripleMatch3D
Miniclip
No.214Hybridcasualgamebydownloadin2022
WorldwideReleasedDate:4/13/2022
All-TimeDownload:6M
All-TimeRevenue:$69.6M
RushRoyale:TowerDefenseTD
UPWAKE.ME
No.74Hybridcasualgamebydownloadin2022WorldwideReleasedDate:10/9/2020All-TimeDownload:43.9M
All-TimeRevenue:$137M
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HypercasualandCasualDevelopersJointheHybridWave
MoreHybridcasualGamesReleasedinrecentyears
SomeidentifyHybridcasualasanevolutionofHypercasual,goingasfarastocallthesegamesHypercasual2.0.However,ifwedivedeeperintothemorethan700Hybridcasualgamesreleasedinrecentyears,weseethatthisproductmodelisalsobeingadoptedbystudiosthatfocusonCasualandMid-coregames.
SayGamestransitionedfromHypertoHybridveryearly,allowingthemtogeneratehitssuchasRaceMaster3D(ArcadeRacing),andMyLittleUniverse(TycoonCrafting).Revenuefromtheirgamesachieved2Xgrowthin2022.
Miniclip’sTripleMatch3DcombinesPairgamepatternsaimedatcasualplayerswiththeHybridcasualproductmodel,whichhasledittodominatethePairsub-genre.Itgenerated4Xmorerevenuethanitsclosestcompetitorwithnearlythesamenumberofmonthlydownloads.
EvenSupersonicisbeginningtoexploretheHypertoHybridtransformationwithgameslikeMyMiniMartthatincludein-apppurchasesandprogressionmetas.
SensorToweridentifiesHypercasualgamesusingavarietyofsignalsfromourdataset,includingmonetizationandmetafeatures,adpublishingactivity,andusagedatafromourproprietarypanel.Allcoredescriptors,includingProductModelandHypercasual,arealsomanuallyreviewedbyouranalystteamforthehighestaccuracy.
HypercasualHybridcasual
AverageTimeSpentperMonth
IOS
Android
010203040506070010203040506070
TimeSpent(min)TimeSpent(min)
SessionDuration
IOS
Android
0
80160240320
AverageSessionDuration(s)
400
0
64128192256
AverageSessionDuration(s)
320
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HybridcasualWinsPlayer
Engagement
AverageTimeSpentandSessionDurationinTopGames,Q42022
InQ42022,HybridcasualgameshadlongeraveragesessionsandplaytimethantopHypercasualgames.Onaverage,playersofHybridcasualgamesspentoveranhourpermonthplaying;nearlydoubletheamountoftimespentbyplayersofHypercasualgames.
Engagedplayersgeneratemorevaluethanever.Solidin-gameeconomieswithclearmonetizationandmetafeaturesareevenmorecriticaltodaytoretainplayersanddrivelong-termengagement.
InQ42022,RushRoyale:TowerDefenseTDledHybridcasualgamesinaveragetimespentonAndroid.Itsplayersspent88.7percentmoretimeontheappcomparedtoNo.1HypercasualtitleCraftingandBuildingon
Android.
Thissuccesscanbeattributedtoitsvariousengagingmetafeatures,includingCharacterCollection,Levels,andSocialClans,whichhelpedtokeepplayersinterestedandinvolvedinthegame.
TimeSpend
(min)
WithMetaFeatureWithoutMetaFeature
CharacterCollection
Levels
ResourceManagement
SocialClans
18%
8%
8%
5%
82%
92%
92%
95%
Decoration/
Renovation
NarrativeStories
SocialGambling
2%
98%
1%
99%
1%
99%
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HybridcasualGames
EmployMetaFeatures
PercentageofTopHybridcasualGamesWithSelectedMetaFeatures
MetafeaturesaremorewidespreadinHybridcasualgames.
Whileonly5percentofthetopHypercasualgamesutilizeatleastonemetafeature,30percentofthetopHybridcasualgamesemployatleastonemetafeatureidentifiedbySensorToweradvanceddescriptors.
CharacterCollectionisthemostcommonmetafeatureinHybridcasualgames,with18percentofthetopHybridcasualgamesincorporatingthisfeature.
TheCharacterCollectionfeaturealsobooststimespent.Onaverage,playersspendnearly2hoursonaHybridcasualgamewithCharacterCollection,whichis122percentmoretimecomparedtoagamewithoutthismeta.
AverageMonthlyTimeSpent(Q42022,Android)
W/OCharacterCollectionWithCharacterCollection
Note:
Top100Hybridcasualmobilegamesbydownloadin2022
120
80
40
0
+7%
inEurope
994MDownloads
+4%
inAsia
2.2BDownloads
+17%
inNorthAmerica
425MDownloads
-4%
inMiddleEast
124MDownloads
+6%
inLatinAmerica
1.04BDownloads
+18%
inOceania
31MDownloads
+9%
inAfrica
281MDownloads
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HybridcasualFinds
WorldwideAudience
HybridcasualDownloadGrowthbyRegionin2022,
AppStoreandGooglePlay
Whiletheworldwidenumberofdownloadsofmobilegameshasnotchangedin2022comparedto2021,HybridcasualgamessawpositivegrowthindownloadsacrosstheglobewiththeexceptionoftheMiddle
East.
Asiasawthelargestdownloadgrowthin2022,withinstallsincreasing94M,up4percentyear-over-year.NorthAmericaalsoexperiencedhighdownloadgrowthin2022,asinstallsrosebynearly63M,up17percentyear-over-year.
NoteRegardingDownloadEstimates
OurestimatesincludeworldwidedownloadsforiPhone,iPad,andGooglePlayin2022.AppleappsandGooglepre-installedappsareexcluded.Wereportuniqueinstallsonly.Androidestimatesdonotincludethird-partystores.
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Subscriptions
ExternalGame
PercentageofgamesbyGenres
No.4Teeter(Up)
No.3
AsphaltXtreme
Arcade22%
Other26%
No.1StrangerThings:1984
No.2StrangerThings3:TheGame
RPG
13%
Lifestyle
9%
Simulation9%
Tabletop11%
Puzzle
11%
No.5SpongeBob:GetCooking
No.6ExplodingKittens
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ExternalGameSubscription-
Netflix
ExclusiveAccessProductModelandExternalGameSubscriptions
Netflixisanewplayerinthemobilegamingmarket,buttheyaremakingabigsplashwiththeirExclusiveAccessgames.
TheExclusiveAccessproductmodelidentifiesgamesthatareonlyavailabletomembersofasubscriptionservice.
Bymakingtheirgamesonlyaccessibletotheirsubscribers,Netflixleveragesanenormoususerbase.ThismodelallowsdevelopersforNetflixgamestoignoremonetizationfeaturesandfocusonbuildingengagingstoriesandexperiences.
Netflix’scatalogisgrowingandgenerated24.6Mdownloadsin2022.
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Top5Netflixgames
bydownloads
(fromthepublicationdatethroughtheendof2022)
PopularNetflixShows
BoostGameAdoption
TopNetflixGamesbyDownloads,AppStoreandGooglePlay
MobilegamesbasedonNetflix’spopularseriesStrangerThingsholdthetopspotsforNetflix-publishedmobiletitles.TheNo.1title,StrangerThings:1984,pickedup4Mdownloadsfromreleasethroughtheendof2022.StrangerThings3:TheGameranksNo.2withnearly3Mdownloads.
LEADERBOARD
StrangerThings:1984
StrangerThings3:TheGame
AsphaltXtreme
Teeter(Up)
SpongeBob:GetCooking
PercentageofgamesbyProductModelPercentageofgamesbyGenres
Other
12%
RPG
Puzzle32%
Tabletop
18%
Simulation
16%
Arcade18%
4%
Hybridcasual
10%
ExclusiveAccess
14%
Casual52%
Mid-core
24%
Chess-Play&Learnby
Puzzle
FruitNinjabyHalfbrickStudios
Arcade
JetpackJoyridebyHalfbrickStudios
Platformer
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ExternalGameSubscription-
AppleArcade
PercentageofAppleArcadeGamesbyProductModelandGenre
Anexternalgamesubscriptionprovidesaccesstoandbenefitsforgames.Thesegamesaren'tnecessarilyexclusive,butplayerswon'thavetopayanyupfrontcoststodownloadthegameandwillhaveaccesstofeaturesthatarenormallypremium.
AppleArcadeoffersacombinationofexclusiveaccessandstandardfreemiumtitles.TheypublishpredominantlyPuzzleandArcadegames,buthaveastrongselectionofMid-coreTabletopandRPGgames.
SensorTowermaintainsafullupdatedlistofAppleArcadeandexternalsubscriptiongames.
PercentageofgamesbyProductModelPercentageofgamesbyGenres
Puzzle31%
Tabletop
5%
Lifestyle
Arcade16%
Simulation
13%
Other26%
9%
Hybridcasual
13%
Hypercasual
17%
Casual50%
Mid-core
21%
HungrySharkEvolutionbyUbisoft
-Arcade
BeachBuggyRacingbyVectorUnit
-Racing
PixelArt-colorbynumber-byEasybrain-Tabletop
#titles:500+
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ExternalGameSubscription-
GooglePlayPass
PercentageofGooglePlayPassGamesbyProductModelandGenre
GooglePlayPasshasmoregamesincludedthantheircompetitors,mostlyfocusedonCasualArcade&Puzzlegenres.
PlayPasssubscribersgetaccesstohundredsofgamesforonemonthlysubscription.PlayPassdoesn’tfocusonexclusivetitles—theytargetpaidgamesandfreemiumtitles.
Anaddedbenefitformembersisthattheyareabletobypassanymonetizationpresentinthegamesandhaveallfeaturesnormallygatedbehindin-gamecurrencyfullyavailable.
31percentofthegamesinGooglePlayPassarePuzzle,followedby
16percentArcade,13percentSimulationand9percentLifestylegenre.
ThefulllistofGooglePlayPassgamesisavailableonSensorToweralongwithdataonallmonetizationpatternsaspartofourgametaxonomy.
NFT&Crypto
Games
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Downloads
Q12019
Q22019
Q32019
Q42019
Q12020
Q22020
Q32020
Q42020
Q12021
Q22021
Q32021
Q42021
Q12022
Q22022
Q32022
Q42022
AppStoreGooglePlay
30M
46M
35M
23M
27M
29M
15M
8M
0
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Crypto/NFTGamesonMobileonDownwardTrendFollowingQ32022
WorldwideQuarterlyDownloadsofNFT/CryptoGames,
AppStoreandGooglePlay
Crypto/NFTgamedownloadsdeclinedsharplyinthesecondhalfof2022,from46MinH12022,to29MinH2.
Eachofthetop5genresofCrypto/NFTgamesexhibitednegativegrowthfrom2021to2022.ActionandSimulationgamesthatincorporatedCrypto/NFTmechanicssawaparticularlylargedeclineindownloads.Playerspendingthroughin-apppurchasesforthesegamesalsodeclined35percentY/Y,from$516Min2021to$336Min2022.
DownloadsofNFT/CryptogamesbyGenre
180M
150M
120M
90M
60M
30M
0
Simulation
20212022
96M
73M
56M
44M
Action
179M
62M
RPG
$0
$3M
$6M
$9M
$12M
$15M
LiveOpsGacha
CurrencyBundle
SubscriptionNFT/Crypto
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20212022
2022
6M
6M
2M
1M
2M
2M
2M
13M
0
5M
4M
4M4M
0
9M
9M
8M
7M
0
5M
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TopNFT/CryptoGamesFor
Mobilein2022
Top10GamesWithNFT/CryptoMonetizationbyWorldwideDownloadsin2022
ApplehasnewrulesforNFTappsandgamesthatrequiredeveloperstoutilizein-apppurchases,whicharesubjecttoApple’s30%commission.Consequently,anumberofdevelopersandpublishershavechosentoavoidtheAppStore,makingtheirgamesexclusivelyavailableonAndroiddevices.
INVU:3DAvatarCreator&Chat,Highrise:MetaverseLifeWorld,STEPN,andThetanArenastandoutasthemostdownloadedNFT/CryptogamesintheMobileecosystem.
Crypto/NFTmobilegameswereafast-growingcategoryin2021,howeverforamultitudeofreasons,manygamingcompanieshaveslowedtheircryptoplansin2022.
AverageMonthlyActiveUsers
Q12021
Q22021
Q32021
Q42021
Q12022
Q22022
Q32022
Q42022
4M
3M
2M
1M
0
U.S.
Brazil
Philippines
Thailand
Indonesia
26|?2023SensorTowerInc.-AllRightsReserved
MonthlyActiveUsersofCrypto/NFTGamesDeclineinH22022
TopMarkets’ActiveUsersforTopCrypto/NFTGames
TheUnitedStatesisthetopmarketindownloadsforCrypto/NFTmobilegames,withamarketshareof16percentin2022,followedbyBrazilandPhilippines,with12percentand9percentmarketshare,respectively.
EachofthetopfivemarketsforCrypto/NFTmobilegamedownloadsexperiencedadeclineinmonthlyactiveusers(MAUs)attheendof2022.ThedeclinefirsthitBrazilinQ22022,witha39percentdropinusageinQ42022comparedtoitspeakinQ12022.
Theothertopmarkets(U.S.,Philippines,Thailand,Indonesia)sawpositiveMAUgrowthinQ22022,buthaveseendeclinesfromQ32022on.
Amongthetop10markets,Indiaistheonlymarketmaintainingpositivegrowthoverthepasttwoyears.ThetopCrypto/NFTgamesinIndiacollectivelysurpassed880KMAUsinQ42022,up130percentfromQ12021.
Note:
Monthlyactiveuserstotalsaretheaverageofeachapp’saverageMAUeachquarter(thismaycountusersmultipletimesiftheyusemultipledevices).
27|?2023SensorTowerInc.-AllRightsReserved
FeatureTrends
andMeta
Monetization
LiveOpsGachaSeasonPassSubscriptionStarterPack
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CasinoCasualMid-coreSports&Racing
$1
$2.8B
$1
$866
$835
$816
$729M
$2
$1.9
$1.3B
.1B
.0B
M
M
M
.1B
B
$0$500M$1.0B$1.5B$2.0B$2.5B$3.0B
28|?2023SensorTowerInc.-AllRightsReserved
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