The popularity of Fortnite and PUBG led to the emergence of a whole genre of battle royale video games, several of which included intriguing novel concepts but many of which were blatant attempts to mimic the model of the two top-rated well-known brands.
Despite spending nearly a year in Steam's Early Access, PlayerUnknown's Battlegrounds (PUBG) was released in December 2017. The PUBG experience was improved over the year, and in early 2018, it was released on Xbox and PlayStation.
Concerning peak concurrents, PUBG outperformed nearly all other video games on Steam before it was officially released. Moreover, four months before its scheduled premiere, it topped League of Legends as the most played PC game online in August 2017.
While PUBG enjoyed widespread success, Fortnite from Epic Games made it difficult for it to compete there. PUBG Mobile was able to outpace Fortnite in terms of downloads when it arrived on Android and iOS in 2018, thanks to its sizable user bases in India and China, but it is still behind Fortnite in terms of income.
Tencent's participation in PUBG as a sponsor in the Bluehole developer allowed it to get past China's censors. That has backfired on the organization, though, since India recently outlawed the use of PUBG Mobile owing to the app's ties to Tencent Games.
The coronavirus epidemic has caused PUBG Mobile to soar in downloads and revenue, which was already beginning in 2019. When the globe experienced its first lockdown in March 2020, PUBG Mobile generated $270 million in monthly revenue.
Fortnite's withdrawal from both application stores due to Epic Games' dispute with Google and Apple has given PUBG Mobile additional fuel. The current restriction on the title in India has partially diminished that.
· 2021's highest-grossing game was PUBG Mobile, which brought in $2 billion.
· 30 million users play PUBG Mobile every day, and Game for Peace is played by roughly 50 million.
· Less than half as many people downloaded PUBG Mobile in 2021 (127 million downloads) compared to 2019.
· PUBG Mobile was launched on 9th February 2018.
· PUBG Mobile's headquarter is in Seongnam, South Korea.
· Developers of PUBG Mobile are PUBG Corporation and xFAIRx.
· Publishers of PUBG Mobile are Tencent Games, xFAIRx, VNG Game Publishing, and KRAFTON.
The highest-grossing game in 2020 and 2021 was PUBG Mobile, with the ban in India having little to no effect on sales.
In 2018, the revenue was $172mm.
In 2019, the revenue was $1510mm.
In 2020, the revenue was $2492mm.
In 2021, the revenue was $2012mm.
The number of daily active gamers on PUBG Mobile is 30 million. However, the number of daily active users in PUBG Mobile dropped by more than half due to India's ban.
In 2018, daily active users were 10mm.
In 2019, daily active users were 50mm.
In 2020, daily active users were 65mm.
In 2021, daily active users were 30mm.
The play base primarily comprises people between the ages of 18 and 25.
People between the ages of 26 and 35 are next, and adolescents and young adults under the age of 18 come in third.
The minority group is 35 - 45 years old.
Men made up 57.4% of players in the US in 2019, while women made up 42.6%.
A little vote was held on Reddit. Still, it confirms what several gamers in the group have said: PUBG is intended for adults ages 18 and above. Even the Steam website clarifies that the in-game content was not created with children in mind. Only when pressured by the authorities to adhere to local rules and regulations did Krafton/PUBG Corp make substantial alterations to the video games (such as the color of blood for India and the entire erasing of blood for China). It never occurred of their free will, proving that adults are the primary target. According to a 2018 survey by Newzoo, most PUBG players have their means of support.
With a daily participation rate of 17.12%, the United States leads all other countries.
Brazil comes in third with 6.5%, ahead of India in second place with 7.98%.
Russia (4.76%) and Turkey (5.63%) make up the final two spots in the Top 5.
With 24%, the US continued to lead in 2017, while China was just behind it with 19%.
Unfortunately, PlayerCounter cannot collect data from China; however, it is safest to assume that they would have placed either first or second to the US. India's statistics have undoubtedly increased due to the recently published BGMI. But the first version of PUBG was still playable on consoles and Steam; thus, the Indian gamer base never wholly vanished.
· On Twitch, PUBG Mobile is ranked #39 overall.
· Over the course of 7 days, there were 8,198 average viewers, 558 average streaming channels, 14.7 average viewers per channel, and 1,381,369 average viewing hours.
· In July 2018, there were 597,663 concurrent viewers, while in April 2018, 6,482 channels were broadcasting simultaneously.
· 14,805 people tune in on average, and there are 665 channels available.
· Over the weekend, 23% more networks streamed the game, and there were 16% more spectators.
Unexpectedly, the game does not appear in the top 10 on Twitch. Given that PUBG has an eSports scene, it seems a little out of place. However, more than 1 million hours of the game were seen in just seven days, indicating that it is still extensively devoured in terms of hours. Although the Twitch community may be smaller than it should, they make up for it by consuming a lot of material.
· 3,236,027 people were online once during Steam's busiest day in January 2018.
· In January 2018, there were 1,584,886 players on average, which was a record high.
· The average player count has decreased, excluding 2017, as the video game was in instant access for most of that year. A 473,541 decrease was seen from 1,584,886 in January.
· It averaged 497,803 players in January 2019 and had 308,445 players at the year's conclusion.
· Then, in January 2020, there were 275,363 average gamers enrolled and 189,233 in December.
· Although 2021 has not ended yet, the average player count has remained constant from 200,000 to 145,000.
· On Steam, PUBG has received 114,002,432 hours of playtime.
· On Steam, there have been 1,554,616 reviews submitted, with 54% being favorable (on average).
The term "average players" is sometimes misunderstood. Still, it refers to the typical number of gamers you may discover playing the video game on Steam at any given time of day during a particular month. Peak players refer to the time of the month when there will be the most concurrent players. The game tends to have roughly 400,000 players at its height, but its typical player base has rapidly decreased. Extremely so. Perhaps this is one of the driving forces for the developers' decision to become free-to-play early this year. Will that be enough, though, given that Steam users have given the game an average rating?
In 2021, 127 million people downloaded PUBG Mobile. With a 41% drop in downloads, the influence of the ban in India is also apparent in this case.
In 2018, the annual downloads were 261mm.
In 2019, the annual downloads were 265mm.
In 2020, the annual downloads were 218mm.
In 2021, the annual downloads were 127mm.
Since PUBG's PC and console releases, 75 million copies have been sold. This excludes the free-to-play version of PUBG Mobile.
In 2017, the cumulative sales were 4mm.
In 2018, the cumulative sales were 50mm.
In 2019, the cumulative sales were 60mm.
In 2020, the cumulative sales were 70mm.
In 2021, the cumulative sales were 75mm
· The Golden Joystick Accolades' Best PC Game/Multiplayer/Mobile Game and the Game Awards' Best Multiplayer are two of the game's most notable awards. In addition, at the Japanese Famitsu Awards, the game also took both the Rookie Award and Excellence Prize.
· Regarding awards, PUBG was up for Best Original Evolving/Property/Multiplayer Game at the BAFTA, Best eSports at the NAVGTR, and Best Design/Innovation Award/Game of the Year at the Game Developers Choice Awards, among other categories.
Magazines and websites have also given PUBG awards and accolades. The game has received a lot of praise over the years, even taking home awards on programs like the BBC Teen Awards or Nickelodeon's Kids Choice Awards.