"To start, consider one of Fortnite’s signature achievements to date: its extraordinary revenue generation. In May 2018 (i.e. when the registered userbase was 38% smaller than today), SuperData estimated Fortnite was pulling in $318MM per month. To put this in perspective, The Avengers: Infinity War (the highest grossing film of 2018) did $2.1B in lifetime revenue at global box office, Candy Crush (which, unlike Fortnite, is available in China) peaked at around $150MM per month, and the biggest opening in gaming history, Grand Theft Auto: V, saw $1B in sales in its first five days (notably, the game was sold via the upfront/one-time payment model). No game has ever pulled in Fortnite’s sales figures, let alone month after month.
Except that last point isn’t true. Games generating billions of dollars per year have been around for a decade – it’s just that few of them have been big in the West. 2012’s Puzzle Dragon and 2013’s Monster Strike each grossed more than $7B to date, with League of Legends not far behind. 2016’s Honor of Kings (AKA Arena of Valor) is approaching $4B in gross revenue. Fate/Grand Order is at more than $2B (and was developed by DelightWorks, which is 100% owned by a single individual Akihito Shoji), and in 2018 – the year of Fortnite and PUBG – Fate/Grand Order was the year’s most tweeted about game. Disney’s Tsum Tsum, a mobile title based on a Disney line of plushies, has grossed more than $1.5B. And notably, most of these games generated almost all of this revenue from just two markets: Japan and China (though to be fair, Fortnite is yet to launch in China). Still, there have been some record-breaking titles that, like Fortnite, were also hits in the West. Pokémon Go, for example, has grossed more than $2B to date, while Candy Crush Saga is at more than $5B."
Source: Redef, 5th February 2019
dentsu 2022 Media Trends
2 years ago
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