Spending on mobile games rose to $116 billion in 2021, a 16 billion dollar increase over 2020. By 2025, there will be $138 billion in player spending.
2. The three top markets for mobile gaming revenues in 2021 were China, the US, and Japan, at $35.6, $43 bn, and $20 billion in sales, respectively.
3. The top three download markets in 2021 were China, India, and the US, with 96 billion, 27 billion, and 11 billion downloads, correspondingly.
5. The App Store is expected to generate 42% of its income from games and 58% from non-games by 2025.
6. By 2025, it is predicted that mobile games will account for 71% of Google Play's revenue.
7. By 2025, user penetration is anticipated to reach 28.5%.
8. Income from Google Play is still rising faster than revenue from the iOS App Store, which is down 6.8% to 13.2%.
10. 45% of phone gamers are men, while 55% of them are women.
11. Above 50% of gamers on mobile devices are over the age of 34.
12. A mobile gamer's age is 36 on average.
13. Nearly a third of phone gamers are older than 45.
14. More than any other type of entertainment, Gen Z and Teens spend the most time playing games.
15. 85% of players on mobile do not consider themselves gamers.
16. Women play mobile games 25% more often than males, and their sessions run 25% longer overall.
17. More than five games are played weekly by 43% of female gamers.
19. 90% of users' smartphone time is spent playing games and using apps.
20. Gamers engage in two to five cellular game sessions each month on average.
21. Every day, users use their mobile devices for three and a half hours, and 11% of that time is devoted to playing games.
22. Highly gamers acquire 10 times as many games as regular players do on average.
23. Well over 50% of gamers use their phones to play games in the washroom.
25. Players in Generation Z favor MOBA, sandbox, and battle royale games. Their favorite series included Minecraft, Roblox, Among Us, and Fortnite. RPG, tactical, and adventures like Hearthstone are the most popular among millennials.
26. Players in Generation Z prefer puzzles, sniper, and competitive sports.
27. Along with puzzles, board games, and match-3 game modes like Candy Crush Saga, Baby Boomers enjoy playing these as well.
28. The so-called Affordable Buyers group includes 23% of Gen Z gamers and 20% of Millennials, as per Newzoo. This kind of gamer prefers top-notch free-to-play games.
29. 66% of Baby Boomers and 38% of Gen X players both identify as The Time Filler. When they have free time, these players enjoy playing mobile games.
30. Newzoo reports that 28% of Gen X players, 37% of Millennials, and 50% of Gen Z players have already been hanging out in virtual spaces even when they aren't constantly playing the game. As we all know, the metaverse incorporates non-gaming activities into games, such as online concerts and fashion exhibits.
31. In addition, 63% of Millennials, 53% of Gen Xers, and 70% of Gen Z players think they'll spend time in 3d virtual worlds in the future even if they aren't playing the game.
32. In H1 2022, there were 45.1 thousand mobile game marketers, which is 2% fewer than in the corresponding time in 2021.
33. In January 2022, there were 83 thousand mobile app marketers worldwide, 19,5 thousand of whom were mobile game advertisers, the lowest number ever.
35. Casual game marketers (26.03%) come in first place among game sponsors by category in H1 2022, trailed by puzzle game marketers (12.47%) and games advertisers (9.64%).
36. According to the number of ad creatives, the top three game genres were role-playing games (12.14%), casual games (18.14%), and puzzle games (13.67%).
37. 13,588 smartphone game video ad screenwriters were produced in total in H1 2022, making up 86% of all ad creatives. Therefore, the most effective ad type for promoting mobile games continues to be video creatives.
38. Due to Apple implementing the new IDFA back in 2021, 73% of ad creatives and 70% of mobile game marketers in H1 2022 were all on Android.
39. Mobile game CPM average increased by 18% MoM to $19.31 in H1 2022. The cost of advertising for smartphone games in the USA was the highest ($27.54). The CPM average for strategy games was the highest ($21.58).
40. The CPM for female users was 13.2% higher than for male users. The highest median CPM was seen in those aged 55 to 64.
41. For H1 2022, CPC was $2.57, and CTR was at 1.48%. Singapore had the greatest CTR (1.59%) and the highest CPC ($4.22), respectively. The highest CPC belonged to strategy games, whereas the greatest CTR belonged to casual games.
42. The CPC for female users was 12.4% greater than for male users. The greatest average CPC was found among those aged 35 to 44.
43. Every year, the number of user encounters per DAU doubles.
44. The most common method for controlling ad monetization is presently in-app bidding. By the middle of 2020, 70% of organizations had adopted it to replace conventional waterfalls.
45. Influencers in mobile games have a 21% greater impact on customers' purchasing decisions than influencers in other industries.
46. If they received in-app content in exchange, 74% of phone games in the United States would view a video advertisement.
47. According to 82% of mobile players, free games with advertisements are more appealing to them than premium games without adverts.
48. 95% of all player spending is on in-app purchases.
49. Players of hyper-casual mobile games watch twice as many advertisements as users of other game genres.
50. Compared to males, women are far more likely to make an in-app purchase.
51. In-app purchases are made by 5% of female gamers as opposed to 3.3% of male players.
52. And over 30% of female players on mobile devices will make a purchase.
53. United States ($9.64), Japan ($6.86), Australia ($5.98), China ($5.98), and Canada ($4.95) have the greatest interim eCPMs on iOS.
54. United States ($10.11), Australia ($8.62), Canada ($7.41), Japan ($6.92), and New Zealand ($6.65) are the top 5 markets for Android.
55. The Us ($0.38), Australia ($0.29), U.k. ($0.29), Switzerland ($0.28), and Canada ($0.27) are the top five eCPM nations for banner ads on iOS.
56. U.s ($0.52), Canada ($0.34), Australia ($0.30), Denmark ($0.28), and Swiss ($0.26) are the top five countries for banner adverts on Android.
58. The top 25% of casual games in 2021 kept a mean of 7% of players after day 7. Casual games retained an average of 3%, while the poorest 25% averaged 1.5%.
59. For top 25%, middle 50%, and bottom 25% of casual games in 2021, the average day 28 retention was 2%, 0.8%, and 0%, correspondingly.
60. For the top 25% of video games in the classic genre, the typical day 1 user turnover in 2021 was 31%. It was 23% for median games and 13% for the poorest 25% of games.
61. And by day 7, the top 25% of old games still had, on average, 12% of users. Casual games had a retention rate of 6% in the median 50% and 2% in the bottom 25%.
63. In 2021, the top 25% of mid-core titles had a day 1 retention of 28%. It was 19% for the medium 50% of games and 12% for the bottom 25%.
64. The top 25% of mid-core games kept an average of 6% of players after one week. The worst 25% of games in this genre only kept 1.5%, while the median 50% kept 3%.
65. For the best 25%, median 50%, and lowest 25% games in 2020, the average day 28 retention was 2%, 0.7%, and 0.05%, correspondingly.
A user's daily gaming time is measured by their average playtime. Here is the amount of time users spent playing casual, vintage, and mid-core video games in 2021.
66. 28 minutes for the top 25% of games
67. 50% of games on average last 15 minutes
68. 8 minutes in the bottom quarter of games
69. 47 minutes for the top 25% of games
70. The average game lasts 30 minutes.
71. 17 minutes in the game's bottom quarter
72. 35 minutes for the top 25% of games
73. 18 minutes, on average, in 50% of games
74. 10 minutes in the bottom quarter of games
75. Statistics for Session Counts
The aggregate number of sessions played by each user per day is known as the session count. The averages from the prior year are shown below (2021).
76. Top 25% of activities - 4 sessions on average every day
77. 50% of games on average have three sessions every day.
78. Bottom 25% of the game - 2 sessions on average every day
79. Top 25% of games - 5 sessions on average every day
80. 50% of games on average, with 4 sessions every day.
81. Playing games in the bottom 25% on average twice daily
82. Top 25% of games - 4 sessions on average every day
83. 50% of games on average have three sessions every day.
84. Bottom 25% of games - 2 sessions on average every day
85. Ratio of Installs
The proportion of active accounts that originally started the game is known as the installation’s ratio. The 2021 averages are listed below.
86. 51% of games are in the top 25%.
87. 50% on average of games, 30%.
88. The lower quarter of games: 16%.
89. The top 25% of games are classic games, at 28%.
90. 50% of games on average had 12%.
91. 5% for the 25th-worst games.
92. 54% of games are in the top 25%.
93. 50% on average of games - 35%.
94. The lower quarter of games: 19%.
95. gambling (18.9%)
96. Technique (17.17%)
97. RPG (14.23%)
98. Modeling (10.4%)
99. Attempter (5.56%)
100. Personal life (3.86%)
101. Exercise (3.4%)
102. Geographically Based AR (1.67%)
103. Vehicle (1.6% )
104. Amusement (1.34%)
105. Playing cards (0.62%)
106. Extremely casual (0.06%)
107. Action (4.01 billion), Hyper-casual
108. Hyper-casual puzzle - 3.78 billion
109. 3.15 billion in simulation (Hyper-casual).
110. 2.57 billion kids (Other)
111. Simulated miles driven: 1.63 billion.
112. 1.41 billion on io (Hyper-casual)
113. Action movie Runner: 1.20 billion
114. Sandbox for Creativity: 1.12 billion
115. Sports simulation: 1.10 billion
116. Simulated pet population: 0.90 billion
117. PUBG Mobile
119. Candy Crush Saga
120. Free Fire
121. Among Us!
122. Ludo King
123. Minecraft Pocket Edition
124. Subway Surfers
125. Call of Duty: Mobile
126. Pokémon Go
These data on mobile gaming make it clear that market growth will continue through 2022 and into the future. To succeed in this competitive market, game designers and advertisers must seize this opportunity. It's crucial to keep track of how the demographics of mobile gamers are always shifting. The perception of what a "gamer" is has changed.
There's reason to think that more women will start playing smartphone games, particularly if the industry keeps addressing their needs. The likelihood of female mobile players buying games and in-app stuff is also known. That presents game marketers and developers with yet another enormous potential.
Additionally, developers and marketers should be aware of the fact that mobile players tend to be older, particularly women. The mobile gaming market has been greatly influenced by IDFA modifications, and these effects will persist through 2022. NFTs and digital gaming, which both promise innovative new methods to enjoy and commercialize mobile games, have grown in popularity. The discussion of the metaverse has raised the question of how it will affect gaming.