Market intelligence firm Newzoo has launched a new report with Activision Blizzard, “Betting on Billions: Unlocking the Power of Mobile Gamers,” that outlines how cellular game enthusiasts are a “lucrative, untapped target market for manufacturers.” From the information, Newzoo has expected that 2. Four billion humans will play cellular video games globally this year.
Newzoo’s information on the cellular game industry is predicted through key takeaways. Certainly, one of those is that gaming is the “third-most-popular” app type in the back of social media and buying apps. For app users aged 18 to 20, games are the second most popular app category. Mobile games are tied with tune streaming apps basic, coincidentally, in which gender distribution suits up fairly nicely. Music apps have a 50/50 gender cut up, while video games skew toward barely extra girls—51 percent women to forty-nine percent men.
Games’ gender breakdown changes a bit when considering style. Sixty-six percent of mystery cellular sport app customers are women, while motion/journey games skew more profoundly towards men, with sixty-three percent. Shooter-type mobile video games have the highest percentage of men of the genres listed, with seventy-four percent.
However, a fit-3 puzzle sport, Candy Crush Saga, takes the pinnacle spot as the top mobile entertainment played within the final month, consistent with Newzoo. One in 3 mobile game enthusiasts played Candy Crush Saga last month, and it’s almost twice as famous as the next most popular games, Pokémon Go, Fortnite, and Angry Birds. Candy Crush Saga was launched in 2012 through King and was acquired through Activision Blizzard in 2016. Staying on top of the most-performed app lists for years is pretty a feat, specifically compared to international phenomenons like Fortnite, the second-maximum-popular sport, tied with Pokémon Go and Angry Birds.
Newzoo’s cell games file analyzed information from the USA, the U.K., France, and Germany. More than 12 hundred app users were interviewed for the survey over 14 days in December 2018. Notably, the statistics do not include statistics from China, which has the most prominent mobile recreation marketplace globally, which is consistent with analysts.
Still, the information is crucial in developing mobile games enterprise expertise, which corporations are seeking to do. After all, one of Newzoo’s key findings is that cell game enthusiasts “are lots more receptive to advertising than non-gamers.”