Gaming Usage Statistics Smartphone

Gaming Usage Statistics Smartphone

Gaming Usage Statistics Smartphone – Global gamer spending on mobile games increased 27% year-on-year in the second quarter of 2020 to $19.3 billion for the quarter, according to estimates from Sensor Tower Store Intelligence.

Revenue for the quarter increased 10.3% from the first quarter of 2020, when it started in China and expanded globally. Player spending increased 6.7% quarter-over-quarter and 16% year-over-year to $17.5 billion in the first quarter. First-half revenue reached $6.6 billion in May, up 21.5% month-over-month.

Gaming Usage Statistics Smartphone

Gaming Usage Statistics Smartphone

Peak player spending lagged growth in downloads, resulting in slower growth in Q1 2020 than Q2 2020. New game installs surged in Q1, up by 20.7% quarter-on-quarter and 38% year-on-year to $13.4 billion. Downloads exceeded 15 billion in the second quarter of 2020, up 12.7% Q/Q and 45.2% year-on-year. In the first half of the year, new investments reached 5.5 billion in April 2020.

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Games that help connect users are particularly useful during lockdowns, with titles like Roblox from Roblox Corporation and Fortnite from Epic Games gaining popularity on mobile.

From Q1 to Q2, the top three countries for downloads were India, the United States and Brazil, but all three saw new installs increase Q/Q.

India generated nearly 1.8 billion game downloads in the first quarter, an increase of 50% to 2.7 billion in the second quarter. At the end of March, the country was confined. Meanwhile, the United States saw a slight increase in downloads, totaling over $1.4 billion in both quarters. Brazil saw nearly 1.1 billion downloads in the first quarter, with downloads up 9% to 1.2 billion in the second quarter. It should also be noted that Brazil’s containment measures have not been as widespread or prolonged as in other countries.

In China, where the pandemic began, downloads from the country’s App Store hit 743 million in the first quarter and fell 35.8% to nearly 477 million in the second quarter. The measures were reversed in April and the country was locked down in January.

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The United States ranked No. 1 for gaming revenue in the first half of 2020, earning over $10 billion during the period. Consumer spending rose 24.4% to $5.6 billion from $4.5 billion in the first quarter. Japan is No. 2, with players earning over $8 billion in the first half. Revenue rose 13.2% to $4.3 billion from $3.8 billion in the first quarter. China ranks 3rd, with $6.7 billion in App Store revenue in 1H20. Unlike other countries that locked down later, gaming revenue in China fell 8.6% from $3.5 billion in the first quarter to $3.2 billion in the second quarter.

Tencent’s PUBG Mobile was the world’s highest-grossing game in the second quarter of 2020, generating around $621 million in revenue during the quarter. That’s an 8% drop from the first quarter of 2020, when it grossed $674.5 million. The game peaked in March, before China’s shutdown ended, with around $270 million.

One of the biggest collectors during the pandemic was IMO Roblox, which raised $302.8 million for its mobile version in the second quarter, up 58.8% from $190.7 million in the first. trimester. Spending by gamers increased significantly during the lockdown, reaching $108.6 million in May, up 188.6% year on year. Niantic’s Pokemon GO also saw a significant increase in revenue in Q2 2020, growing 32.7% Q/Q to $254 million in Q2. This is due to a combination of factors, the easing of blocking restrictions around the world, and title localization changes that make it easier to play at home. Despite stay-at-home orders, Pokemon GO had its best semester at a year.

Gaming Usage Statistics Smartphone

Fortnite was one of the highest-grossing games on the App Store in the second quarter, with players spending up to 110.7% Q/Q to reach $146.5 million. Along with the revenue boost came the addition of a new Party Royale mode, where players can interact with each other, and events such as an Astronomical Concert with Travis Scott and Christopher Nolan.

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The COVID-19 pandemic has clearly had a significant impact on the mobile games market in a short time, resulting in increased downloads and revenue. Over the next few years, we expect the number of pandemic downloads to increase until 2024, before our COVID-19. Consumer spending is expected to remain at a similar level to our previous forecast due to factors such as the deteriorating economic outlook for global consumers. The global gaming industry will surpass $200 billion by 2022, according to the latest research from Newzoo.

The mobile gaming industry is on track to surpass $100 billion this year, according to the latest market research from Newzoo.

Mobile accounts for more than half of gaming spending globally, and Newzoo’s latest report shows the segment accounts for the largest share of the industry. According to Newso, the mobile segment, which includes games for smartphones and tablets, will grow about 5% this year to $103.5 billion.

Newzoo noted that global mobile revenue market share is expected to fall by one percentage point, from 52% to 51%, as mobile growth slows after the first pandemic explosion in usage and participation. , console and PC games. started to grow again.

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“From the advent of mobile to the dawn of cloud gaming, pundits and analysts have long predicted the ‘death of the console’. The console segment is expected to grow 8.4% to $58.6 billion in 2022. Computer games will grow modestly by 1.9% to $41 billion.

Newzoo cites several factors contributing to the console’s growth. These include high-level releases such as Elden Ring, Pokemon Legends Arceus, and the upcoming God of War Ragnarok; The continued relevance of live service games such as Fortnite and Call of Duty: Warzone; and the development of next-generation subscription platforms and subscription platforms such as Sony’s new PlayStation Plus.

The report also predicts that 2022 will be the first year the United States will overtake China in gaming revenue, primarily due to Chinese government investigations and restrictions. The United States will represent $50.5 billion and China $50.2 billion. Together, the two markets account for nearly half of global spending.

Gaming Usage Statistics Smartphone

“Overproduction makes sense as the Chinese government cracks down on gaming in China, limiting new game releases and the time young people can play in the country. The market is starting to show the impact of these regulatory pressures,” writes Newsoo. “Nevertheless, Asia-Pacific remains the largest region by revenue with high revenues. And emerging regions are the only ones to show double-digit growth. ‘North America is also showing strong growth, driven by the former market and in the latter is console operation.’

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Nick Statt is a video game journalist. Prior to joining, he was an editor at The Verge in San Francisco, covering the gaming industry, mobile apps and antitrust, in addition to covering tech giants and Silicon Valley startups. He now lives in Rochester, New York, which is home to a junkyard and, coincidentally, the World Video Games Hall of Fame. He can be reached at nstatt@

On Thursday, California Governor Gavin Newsom signed a law making phone calls from California prisons free. The new law places the cost of calls on the state Department of Corrections and Rehabilitation, rather than on those incarcerated or receiving calls from them.

California is the second state, after Connecticut, and the largest state to enact such a law, which injects $1.4 billion into the telecommunications industry in prisons. For years, prison telecommunications companies have maintained rates that “may be unfairly and unreasonably high, thereby preventing inmates and their loved ones from being able to maintain important communications,” the FCC said in 2020.

Prison reform advocates say the new California law will have a very positive impact on the families of those incarcerated in California and other states that have taken the California lead.

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“From a public policy perspective, we want people to be connected to their social networks, to their families, to start looking for work if they’re on the verge of getting out of it,” said Senator Josh. Becker. SB 1008. “But we have a very corrupt system that prevents this and puts many families in debt.”

Over the years, the high cost of jail calls has raised funds from low-income families with incarcerated loved ones. According to a 2015 report by the Ella Baker Center for Human Rights, 34% of families rely on phone calls and visits to maintain contact with loved ones.

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