Selected Clear All
- Research Type
- Research by Market
- Africa and Middle East (2)
- Asia Pacific (1)
- Australia and New Zealand (1)
- Austria and Switzerland (1)
- Belgium (1)
- Brazil (1)
- Canada (1)
- Central and Eastern Europe (1)
- China (4)
- Denmark (1)
- Finland (1)
- France (1)
- Germany (1)
- Global (17)
- Greece (1)
- India (2)
- Ireland (1)
- Italy (2)
- Japan (3)
- Latin America (1)
- Mexico (1)
- Middle East (1)
- Netherlands (1)
- North America (1)
- Norway (1)
- Poland (1)
- Rest of South and Central America (1)
- Russia (1)
- Saudi Arabia (1)
- South Africa (1)
- South America (1)
- South and Central America (2)
- South East Asia (1)
- South Korea (1)
- Spain and Portugal (1)
- Sweden (1)
- Turkey (1)
- UK (2)
- USA (2)
- Western Europe (1)
- World (4)
- Date Published
Amazon confirms cloud gaming service Project Tempo could be delayed into 2021April 07, 2020Amazon is well-positioned to launch a cloud gaming service. The company was the first to really invest in the cloud computing industry, and has played a crucial role in its shaping.
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.
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.
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.
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.
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: 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.
Riot Games builds on esports revenue-sharing initiative with premium viewing serviceJune 03, 2019The Pro View service will be launched this Summer, and will be available for both the League of Legends League Championship Series (LCS) and the League European Championship (LEC). The key feature of the service allows spectators to switch between up to 10 individual player point-of-view streams during competitive matches.
Fortnite Season 9 brings peak daily 2019 net revenue on iOSMay 22, 2019According to the latest numbers from app intelligence company Priori Data, Fortnite has seen its biggest iOS revenue surge since October 2018, generating upwards of $2.8m daily on the release of its latest season and more than quadrupling its daily pre-season net revenue overnight.
Epic expands competitive PC online catalogue with acquisition of Rocket League developer PsyonixMay 07, 2019Industry giant Epic Games has announced that it’s in the process of acquiring San Diego-based studio Psyonix, who develops the very popular vehicular-soccer game Rocket League. The title is one of the biggest cross-platform games, second only to Epic’s Fortnite, and with more than 57 million lifetime players it represents the company’s most significant acquisition to date.
Snap jumps on the social gaming bandwagon: deep platform integration and opt-in ads may boost engagementApril 11, 2019The Snapchat-based Snap Games service allows users to play with their friends in real-time and is inspired by Asian messaging giants WeChat, Line and Kakao. It also follows recent forays into the gaming space by Google and Apple. Integrated text and voice chat functions and the emphasis on casual multiplayer ease the consumer transition from social media to games - especially for the many non-gamers in the existing Snapchat audience.
GDC 2019: Unity expands value-chain role via new partnerships and delivers high-end features as next-generation approachesMarch 21, 2019At Unity’s GDC 2019 keynote, the company announced both improvements to the Unity Engine including numerous tools, and a few new partnerships to consolidate its position as a developer-first platform.
Immersive Computing - Consumer Augmented & Virtual Reality Report - 2018January 25, 2018Keep pace with emerging consumer spending for augmented reality and virtual reality technology. This report provides analysis of entertainment media, entertainment centers, and consumer electronics – including virtual reality headsets, augmented reality headsets, smart glasses, augmented reality smart devices and much more.Subscribers Only