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Plague Inc. the most-downloaded premium app in Italy and USA amidst coronavirus outbreakMarch 16, 2020Ndemic Creations’ strategy simulation game Plague Inc. challenges players to spread a deadly virus across the globe. It recently became the top-ranking paid app in both the USA and Italy.
Battle royale year-on-year: PUBG Mobile and Free Fire flourished in the global market in 2019February 24, 2020Tencent’s PUBG Mobile and Garena’s Free Fire were the clear success stories of the battle royale scene last year. According to Priori Data, these titles saw year-on-year growth of 436% and 280% respectively, whilst Epic Games’ Fortnite declined by 30%, and NetEase’s Knives Out by 13%. The sustained success of PUBG Mobile and Free Fire is a result of them establishing dedicated fan-bases in territories such as India, Brazil and Southeast Asia.
Dragon Quest Walk the most successful location-based augmented reality title since Pokémon GOFebruary 12, 2020Square Enix’s mobile title Dragon Quest Walk generated upwards of $112m in net revenue in Q4 2019, according to Priori Data. It is only available in Japan, and provides credible competition for Pokémon GO in the region based on the strength of the Dragon Quest IP.
Games-related M&A Q4 2019: Companies seek to prime their offerings as cloud gaming era loomsFebruary 05, 2020At this stage, cloud gaming remains a nascent threat to established platforms and hardware offerings. IHS Markit Technology forecasts a market size of $2.5bn by 2023, which will represent less than 2% of the broader games market. However, the future potential of the cloud platform as the next competitive dynamic of the games sector has triggered an increase in the number of cloud-related acquisitions and funding rounds. Companies want to be as well-equipped as possible to compete in this emerging field.
Tencent’s international mobile games business eclipses NetEase for the first timeJanuary 30, 20202019 saw the major Chinese companies truly establish themselves as competitors in the global market. According to Priori Data, Tencent saw international mobile games market growth of 278% in 2019, out-performing domestic rival NetEase.
Epic Games’ attempt to go fee-free on Google Play indicates disappointing Android performanceDecember 17, 2019In December 2019, Epic submitted Fortnite to be listed on the Play Store, on the condition that it could use its own payment platform and be exempt from Google’s 30 percent fee. Its submission was rejected by Google, who stated that it expects all developers to participate under the same terms.
Call of Duty Mobile had a strong start, but can it go the distance?December 05, 2019Despite seeing record-breaking downloads and high revenue in October, Call of Duty (COD) Mobile entered a post-launch waning period in November. This is not unusual for a new release, but the recent growth of several long-standing titles has created an increasingly competitive environment amongst the top-performers. As a result, COD Mobile has been nudged out of the top 20 for net revenue, despite user numbers remaining robust.
Battle Royale in Q3: Game for Peace dwarfs its competitors as Fortnite on iOS decays for fourth consecutive quarterOctober 31, 2019Following its strongest quarter in Q2, the mobile battle royale segment outside of mainland China is showing signs of weariness. Both Fortnite and Knives Out declined quarter-on-quarter by -26% and -16% respectively. PUBG Mobile and Garena Free Fire – titles which are fuelled by less developed mobile games markets such as India and Brazil - grew at quite sedate rates of 3% and 10% respectively quarter-over-quarter.
Riot Games Lays Out Long Term Growth StrategyOctober 24, 2019During Riot Games’ League of Legends 10th anniversary celebratory stream, the company announced an unexpectedly large roster of new games and its expansion strategy for at least the next 3-5 years. For a company that has been built and focused on one title for a decade – albeit one that has generated $20 billion in revenues according to the company - this marks a major gear change in its ambitions.
Indian ISPs court games publishers to boost uptake of servicesSeptember 26, 2019Indian ISP ACT Fibernet has partnered with the free-to-play MMO developer Wargaming for the introduction of its new “Gaming Packs” – internet plans that are tailored to gamers.
NetEase drives business in Japan while Tencent builds presence in emerging games marketsSeptember 11, 2019The lucrative and established Japanese mobile games market is difficult to crack; partially due to the audience preference for domestic titles and publishers. NetEase, however, has recently found success there with a handful of standout titles, whilst Chinese competitor Tencent is nowhere to be found.
The “Lite” experience: Tencent and PUBG Corp. seek to capitalize on under-served emerging games markets with low-spec offeringsSeptember 02, 2019Tencent’s PUBG Mobile Lite, which is optimized for lower-end smartphones with limited storage, has been in testing in Brazil and the Philippines since late 2018. It was rolled out to further territories in July, including India, where it quickly topped the app download charts.
Top-performing mobile games publishers for July 2019August 13, 2019Tencent maintains its dominance as the highest-performing mobile games publisher according to Priori Data, with $256.8m in net revenue for July. The international version of PUBG Mobile represented $61.9m of this, demonstrating the benefits of Tencent’s recent push into overseas markets following the freeze on games approvals in China.
Playrix generates upwards of $2.3b in app store net revenue since 2016July 31, 2019Playrix was the sixth highest-grossing mobile games publisher in Q2 2019, and one of only three European companies to make the top 10, alongside King and Supercell. According to Priori Data, the Russian developer has generated upwards of $2.3b in net revenue since 2016 through its catalogue of free-to-play mobile titles.
Iflix secures a new round of funding ahead of a prospective IPOJuly 26, 2019Malaysia-based online video streaming service iflix has announced that it has secured a new round of funding ahead of a prospective IPO. The company estimated that the total funding will amount to more than $50 million, although an exact amount has not been disclosed. The funding round was led by Fidelity International, while new investors are MNC, Yoshimoto Kogyo and JTBC, together with founder Catcha Group, and strategic shareholders Hearst, Sky and EMC. Iflix is currently available in 12 countries in Asia – Malaysia, Indonesia, Philippines, Thailand, Brunei, Sri Lanka, Pakistan, Myanmar, Vietnam, Cambodia, Nepal and Bangladesh.
Coin Master net revenue grows 833% year-on-year as Moon Active steps up its monetisation gameJuly 18, 2019Coin Master, published by Israeli company Moon Active, has long been disrupting the social casino scene by offering a multi-layered, social experience. According to Priori Data, it has generated $197.5m in net revenue so far this year, with no signs of letting up. No other title in this genre has come close to Coin Master’s success, which is fuelled by Western markets. The USA, the UK and Germany combined account for 85% of net revenue – with the USA alone generating $116m year-to-date; a 59% overall share.
E3 2019: AMD presents technical innovation and aggressive pricingDual-pronged strategy pressures market leadersJune 27, 2019AMD has announced a new generation of high-performance desktop PC CPUs and GPUs targeted primarily at gamers, and built using 7 nanometer processes. These new products aim to compete more significantly with Intel and Nvidia in the gaming PC hardware market sweet spot, where high-performance sales volume peaks.Subscribers Only
E3 2019: Mobile games afforded increasing coverage from AAA-publishers, whilst Nintendo prioritises SwitchJune 20, 2019Despite the persistent Western aversion to mobile play amongst hardcore gamers, popular franchises continue to make their way to smartphones and AAA-publishers seem increasingly committed to the platform. The focus is on taking established IPs to mobile rather than creating entirely new brands; typically in tandem with a significant console or PC release to boost initial interest.