Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, 8 January 2021

Apple App Store customers spent over $540m on apps on New Year's Day 2021

"[Apple] App Store customers [spent] $1.8 billion on digital goods and services over the week between Christmas Eve and New Year’s Eve, driven largely by spending on games. Customers ushered in 2021 by setting a new single-day spending record of over $540 million on New Year’s Day."

Source:  Press Release from Apple, 6th January 2021

Tuesday, 30 July 2019

All of the top 100 players at the Twitch World Cup were male

"This weekend the best Fortnite players in the world gathered at Flushing Meadows in New York to compete in the game’s first ever World Cup Finals for $30m (£24m) in prize money. Tens of thousands of spectators packed the famed Arthur Ashe stadium to watch the action live, and many millions more viewed on Twitch and YouTube. Fortnite is, after all, one of the biggest entertainment brands on the planet, played by hundreds of millions. Amid all the hype and fanfare around the finals, however, one depressing fact remained unavoidable: not a single one of the 100 finalists was female."

Monday, 25 February 2019

450m people played a CNY game on Alipay in February 2019

"Chinese tech giants reported more user participation in the digital "red envelopes" during the Spring Festival holiday as Chinese zealously snatched lucky money for good fortune.
Some 450 million people participated in the game of collecting "five blessings" on payment platform Alipay to receive lucky money offered by Internet giant Alibaba, up 40 percent year on year, according to Ant Financial, Alibaba's finance arm.
WeChat, a popular instant messaging app by Tencent, another prominent player in the mobile payment realm, saw the number of red envelopes sent or received increase by 7.12 percent year on year to 823 million from Feb. 4 to Feb. 9, a report carried by the Economic Information Daily.
Giving cash in red envelopes (hongbao) is a traditional practice during the Spring Festival, which has been shifting online thanks to the increasing popularity of mobile payments in which people use apps to send, collect and draw virtual hongbaos on their smartphones."

Thursday, 7 February 2019

Marshmello played a concert for 10m people in Fortnite

"Yesterday (February 2), DJ star Marshmello played an exclusive in-game concert in Fornite at 2pm ET. Fortnite players could watch the virtual show for free, so long as they made sure their avatar was available at the concert’s location (Pleasant Park).
The numbers are now coming in on the event’s audience, and they’re mighty impressive: according to reliable sources, over 10 million concurrent users witnessed Marshmello’s virtual concert. These people’s in-game avatars were all able to hit the virtual dancefloor in front of Marshmello’s own avatar and show off their moves.
Fans now can, and no doubt will, buy official Marshmello X Fortnite merch – with a hooded sweatshirt setting you back no less than $55. (Youth sizes are, of course, available.) And the official extended mix of the Fortnite set is available exclusively on Apple Music."
Source:  Music Business Worldwide, 3rd February 2019

Fortnite 'is making more than $300m a month in revenues'

"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

Wednesday, 16 January 2019

$322m was spent in Apple's App Store on New Year's Day 2019

"Apple has revealed that App Store customers worldwide set new spending records over the holidays, wrapping up a record-breaking year. App Store spending topped $1.22 billion (€1.07bn) between Christmas Eve and New Year’s Eve. Customers also spent over $322 million on New Year’s Day 2019 alone, setting a new single-day record.
“The App Store had a record-breaking holiday week and New Year’s Day. The holiday week was our biggest week ever with more than $1.22 billion spent on apps and games, and New Year’s Day set a new single-day record at more than $322 million,” said Phil Schiller, Apple’s senior vice president of Worldwide Marketing. “Thanks to the inspiring work of our talented developers and the support of our incredible customers around the world, the App Store finished off an outstanding 2018 and kicked off 2019 with a bang.”"

Fortnight has an estimated 200m players, and has generated an estimated $3bn in profits

"[In] September of 2017, Fortnite’s second iteration, “Battle Royale,” hit the web, and went on to spend much of 2018 going viral. The game’s concept is pretty simple: 99 players are dropped into a virtual battleground, at which point they gather weapons and digitally fight to the death until one player is left. That player wins.
As of today, there are an estimated 200 million Fortnite players worldwide, and the game can be played on consoles, PCs and iOS and Android smartphones.
“Fortnite is everywhere because the barrier to entry is so low,” said Jeff Gerstmann, editor-in-chief of Giant Bomb, a video game review site. “It’s available everywhere. Almost anyone can play it on a phone, anywhere they can play games. By virtue of it all over the place and free to play and a very popular type of game in terms of Battle Royale stuff, it’s kind of a perfect storm. It really all came together for them in a big way.”
A big way, and a lucrative way. Epic Games, the developer behind Fortnite, has not released official figures on how much revenue or profit the game has brought in, but according to sources with knowledge of the business, it’s roughly $3 billion."

Thursday, 3 January 2019

Video games account for more than half of UK entertainment market

"The video games sector now accounts for more than half of the UK's entire entertainment market, according to a new report.
The industry is worth £3.86bn ($4.85bn) - more than double its value in 2007 - said the Entertainment Retailers Association (ERA).
That makes it more lucrative than video and music combined.
The success is largely down to three games: Fifa 19, Red Dead Redemption 2 and Call of Duty: Black Ops 4.
The games market has grown, despite the fact that the physical console and PC games market shrank slightly in 2018, and digital also had a modest 12.5% growth.
Chief executive of ERA, Kim Bayley said: "The games industry has been incredibly effective in taking advantage of the potential of digital technology to offer new and compelling forms of entertainment. Despite being the youngest of our three sectors, it is now by far the biggest.""
Source:  BBC News, 3rd January 2019

Wednesday, 18 July 2018

Pokémon GO has generated an estimated $1.8bn in payments from players in 2 years

"Released two years ago today, Niantic’s Pokémon GO became an overnight sensation. While the fervor has subsided in the 24 months since that game-changing day, players worldwide continue to spend more than $2 million per day in their quest to catch those original Pokémon and the dozens that have been added since launch. This has led to the game reaching $1.8 billion in player spending, according to the latest Sensor Tower Store Intelligence estimates, having crossed the $1 billion milestone in January 2017."

Friday, 6 April 2018

13m ARKit apps have been downloaded in 6 months

"iPhone and iPad users worldwide have installed more than 13 million augmented reality apps built expressly using Apple’s ARKit framework since they debuted on September 19 of last year, Sensor Tower Store Intelligence data shows.
As the following charts reveal, these downloads have been heavily concentrated around a few key App Store categories, including Games, Utilities, and Lifestyle. In addition to this, we’ve put together top 10 rankings of the most downloaded free and paid ARKit-only apps and games, along with the highest grossing offerings so far in this growing space."
Source:  SensorTower, 28th March 2018

Tuesday, 5 December 2017

People have spent $1.3m buying virtual cats in the CryptoKitties game

"Launched a few days ago, CryptoKitties is essentially like an digital version of Pokemon cards but based on the Ethereum blockchain. And like most viral sensations that catch on in the tech world, it’s blowing up fast.
Built by Vancouver and San Francisco-based design studio AxiomZen, the game is the latest fad in the world of cryptocurrency and probably soon tech in general.
People are spending a crazy amount of real money on the game. So far about $1.3M has been transacted, with multiple kittens selling for ~50 ETH (around $23,000) and the “genesis” kitten being sold for a record ~246 ETH (around $113,000). This third party site tracks the largest purchases made to date on the game. And like any good viral sensation prices are rising and fluctuating fast. Right now it will cost you about .03 ETH, or $12 to buy the least expensive kitten in the game."

Tuesday, 1 August 2017

Pokémon Go generated an estimated $5.8m in revenue in a single day

"Mobile hit Pokémon Go had its highest revenue in a day since its viral launch last July, according to market analyst Sensor Tower. It’s all thanks to Legendary Pokémon.
Players spent around $5.8 million on July 23 on iOS and Android, when developer Niantic debuted Articuno and Lugia, two of five highly anticipated Legendary Pokémon to catch. This is despite its snafu at Pokémon Go Fest, a celebratory event on July 22 that went sideways when 20,000 attendees couldn’t play the game because of technical issues.
Niantic has kept up a steady drumbeat of in-game events and earlier this year launched an overhaul of the gym battle system. These efforts have maintained the attention of core players, but it looks like the Legendary Pokémon have drawn the most interest. Sensor Tower found that Pokémon Go is now No. 1 in the Apple App Store top-grossing chart in 23 countries including the U.S.
Last month, Pokémon Go passed $1.2 billion revenue. If it keeps rolling out content with high demand, we might see it reach another milestone."

Monday, 19 June 2017

The revenue from eSports is expected to rise to over $450m in 2017

"The revenue from eSports is expected to rise from $130m (£100m) in 2012 to $465m (£365m) this year, according to Newzoo, the eSports data expert. The global audience will reach 385 million this year, made up of 191 million regular viewers and a further 194 million occasional viewers. ESports stars such as the South Korean player Faker, who has just turned 21, are already paid up to £2m a year, and that’s not including bonuses and sponsorship. But will they ever compete with, say, Lionel Messi and Cristiano Ronaldo? And should we be worried if they do?"

Thursday, 15 June 2017

Pokemon GO has sent more than 500 million visitors to McDonalds in Japan

"Pokémon GO-maker Niantic says it has driven 500 million visitors to sponsored locations like McDonald’s Japan where gamers can score a special virtual good. But it never said how much those sponsors paid per visitor delivered by the game.
But in an interview published yesterday by Brazil’s Globo newspaper, Niantic VP of strategic partnerships Mathieu de Fayet said (translated), “The idea is to offer players items at certain locations, and partners pay $0.15 for each visitor attracted to the game. And we’ve already attracted 500 million visitors. In Japan [at the game’s peak last summer], each activated McDonald’s store attracted 2,000 visitors a day.”
However, we followed up with Niantic, and a spokesperson claimed that $0.15 number is incorrect, possibly due to a translation error. The company says “Niantic’s cost per visit (CPV) model visit has partners spending less than $.50 / daily unique visit to sponsored locations.”
At $0.15 per visit the math would indicate that the sponsorships could have racked up $75 million in revenue for Niantic, while the high bound of $0.50 would have generated $250 million.
Given that McDonald’s Japan activated 3,000 stores in the country, that price would mean that at the game’s peak, the fast-food giant would have paid out roughly $900,000 per day to Niantic for the Pokémon GO sponsorship at $0.15 per visitor, or $3 million per day at $0.50 each."

Tuesday, 30 May 2017

66 App Publishers had their first $1m year on Apple's App Store in 2016

"When it comes to building a successful business, Sensor Tower’s Store Intelligence data reveals that more app publishers are achieving an important milestone on Apple’s App Store than on Google Play. Based on our analysis of in-app revenue—not inclusive of advertising revenue—nearly double the number of publishers made their first $1 million in annual revenue last year on the U.S. App Store compared to Google Play. In all, 66 publishers met or surpassed this benchmark figure on Apple’s store in 2016, which was 1.7 times more than the 39 that managed the same degree of success on Google’s platform."

Over 20% of funds raised on Kickstarter are for games

"The numbers behind gaming’s growth on the site are striking. In total, fans have pledged over $580 million (£465m) to in excess of 20,000 successful campaigns – more than 20% of all funds raised on the platform. Tabletop games have done particularly well; in 2016, a six-month study found that board, card and roleplaying games had attracted six times as much funding as their digital counterparts.
Crane attributes this success to a range of benefits the site offers creators.
“With Kickstarter it’s really easy to make your games look nice,” he says. “You can show off your minis, really zoom in to the gorgeous details of a game in a way that’s difficult to do on another platform or on Amazon.”
He adds that the open nature of the service gives creators a level of creative freedom that might not be on offer from established, traditional publishers, pointing to the horror game Kingdom Death: Monster 1.5, which recently raised over $12.3 million (£9.9m), making it the highest-funded games project in the site’s history."

Monday, 3 April 2017

Mobile game Clash Royale is estimated to have generated more than $1bn in 11 months

"Supercell announced strong 2016 revenue and earnings today, but it didn’t break out the performance of specific games. Thankfully, mobile measurement firm Sensor Tower has done that for us, and it shows that Clash Royale generated more than $1 billion in less than a year on the market.
Supercell launched Clash Royale on March 2, 2016. With $1 billion in revenue, it accounted for a good chunk of Supercell’s $2.3 billion in revenue during calendar 2016. The chart below shows that the simple real-time strategy game on mobile devices has grown faster than Supercell’s other big hit, Clash of Clans, which launched in 2012.
Randy Nelson, the head of mobile insights at Sensor Tower, wrote that in its first 11 months of availability, Clash Royale has grossed approximately five times as much as Clash of Clans did during the same length of time.
“Even considering the lack of an Android version of Clash of Clans in its first six months, the difference is staggering — and shows how far not just Supercell, but the ability of free-to-play mobile titles to generate revenue from in-app transactions, have come in four short years,” Nelson wrote."

Tuesday, 31 January 2017

Pokémon Go generated an estimated $950 million in revenues in 2016

"Pokémon Go generated an estimated $950 million in revenues in 2016, according to a report by market researcher App Annie.
Niantic Labs launched Pokémon Go on July 6, 2016, and it became a smash hit. Within a couple of months, Niantic announced that it had been downloaded more than 500 million times.
The game got people off the couch and prompted them to walk around outside in search of Pokémon creatures. It flooded parks and other landmarks with players, and some of them made in-app purchases of items such as Pokémon balls so that they could keep on playing."

Wednesday, 11 January 2017

Apple paid more than £20bn to app developers in 2016

"Apple customers’ App Store spending jumped 40 per cent in 2016 — fuelled by games such as Pokémon Go and Super Mario Run — to provide a much-needed boost to services revenues, at a time when iPhone growth remains sluggish.
Payments to app developers, after Apple took its cut, rose to more than $20bn last year, the company said on Thursday, with growth accelerating in China.
“2016 was a record-shattering year for the App Store,” said Phil Schiller, Apple’s senior vice-president of worldwide marketing."
Source:  FT, 5th January 2016

Thursday, 15 September 2016

Pokemon Go has been downloaded over 500m times

"Between hordes of people running all over the place in chase of wild Pokémon, various car accidents, and celebrities getting in on the action, you're likely aware that "Pokémon Go" is ridiculously popular.
We didn't know exactly how popular the game was until Wednesday, however, when the game's creator revealed that the game has been downloaded over 500 million times.
For some context, "Pokémon Go" quickly leapt past competitors to become the fastest downloaded app of all time after it launched in early July 2016. The game was the first to hit 10 million in the shortest amount of time, and it grew far beyond that soon after. Its vast popularity has since plateaued, with the game hovering around 30-40 million monthly active users (MAUs) — that's still really impressive, but the white hot excitement has cooled somewhat in the past month or two."