Mobile games comprise roughly half of the digital gaming market, and include heavyweights such as Pokémon Go and Super Mario Run.
“The sustained growth of the global mobile games market is helping to legitimize games in the traditional media landscape. The size of the market is also attracting the leading players in the gaming market, as can be seen with Activision’s Blizzard deal to buy King and Tencent acquiring Supercell,” said Stephanie Llamas, the vice president of research and strategy of SuperData Research.
Asia is the largest mobile game market on the planet, and was accountable for $24.8 billion in revenue for 2016. North American and Europe, respectively, were responsible for $6.9 billion and $5.7 billion.
Mobile games are now more popular than Hulu, Netflix, YouTube, and other similar services.
“Players are installing more apps than ever and are more engaged with mobile games than TV and online videos,” said John Cheng, general manager of Unity Analytics. “They play six days a week and watch content only five. It’s been phenomenal to watch engagement on the different mobile and VR platforms grow, and that trend will continue to increase in the foreseeable future.”
Gamers average nearly 30 minutes of playtime each day. As time spent playing increases, marketers are beginning to look at mobile games as a serious option to reach their audience.
58 percent of mobile gamers have an affinity for puzzle games, compared to the 40 percent who play action games and 26 percent who indulge in simulation games. Puzzle games are accessible and can quickly be picked up and put down, and these are the major contributing factors to their popularity.
Action games, however, offer quick and easy entertainment, and have a 70 percent higher retention rate compared to puzzle games.
iOS users spend more than Android users, but owners of Android devices make up 78 percent of the market.
Mobile game players used virtual reality more than they played conventional games, viewed movies, or watched television. These numbers stem from data collected across mobile and PC/console platforms.
Total VR revenue was $1.8 billion in 2016, which was a result of the sale of 6.3 million devices. Samsung Gear VR sold 4.5 million devices during the same year, mostly due to its lax barrier to entry and promotion of its products.