Essay sample library > Mobile Gaming Industry - Statistics & Facts

Mobile Gaming Industry - Statistics & Facts

2023-05-16 11:40:05

Mobile media is promoting our lives. The daily hours Millennials use mobile devices in the United States increased from 107 minutes in 2012 to 223 minutes in 2017. In addition, mobile Internet usage in this country is projected to increase from 155 minutes per day to 190 minutes per day between 2016 and 2019. This is an increase of 22.5% over the three years measured. Mobile network usage is expected to account for approximately 14.2% of this time and the rest of the mobile Internet time is spent in the application.

Mobile games are greatly boosting the high growth rate of mobile media usage. Worldwide, the industry's sales in 2016 was $ 35.6 billion. By the end of 2017, the total is expected to grow to over 40.6 billion. In addition, in 2016, the mobile game Google Play store and the Apple App Store each accounted for 90% and 80% of the total revenue for these applications. As with all games, according to data, as of 2016, Asia is still the largest area based on mobile game revenue. North America is the second largest mobile gaming field, about three times shrunk, generating $ 9 billion in that year. As of the end of 2016, the average monthly active users of mobile games around the world increased from 7 billion in the fourth quarter of 2015 to 8 billion.

Early in 2016, American gamers played 6 mobile games on average and 3 games a day on average. Several studies have conducted detailed research on consumer behavior in mobile games. Arcade games and action games are gaining popularity as these specific mobile types were downloaded over 60 million times in mid 2016. However, as strategic games are thought to have generated $ 194 million in July 2016, it seems that they account for the largest share of monthly income in the US. In contrast, the arcade game brings in revenue of $ 87 million. The income for that month. Overall, in 2015, over 51% of US mobile phone users played games on their devices. The penetration rate of mobile games in the US is expected to exceed 60% from 2018, and it is expected to reach 63.7% in 2020.

This article provides general information. Statista assumes no responsibility for complete information or correct information. Because the update cycle is different, the statistics can display the update data referenced in the text.

In 2016, the mobile game industry exceeded PC and console games for the first time in history, and revenues exceeded $ 36 billion. In fact, the rise and rise of mobile and online games can be seen as a major factor in the growing popularity of games and movies. Smart devices, cell phone games, browsers are quick and easy to use, and are easier for many users to use than many console games. Indeed, due to this dynamic change in technology, more women and children are participating in the game, completely changing gamer's stereotype. Demand for regulated online and cross-platform games is particularly popular, so it is natural that games are working well. For the first time in history, online games and mobile games are seen as a legitimate entertainment form for multimillion dollar peers in the film industry.

From an independent machine to the Internet, from an online user game to an online game, from an online game to a mobile game, the game industry provides tremendous opportunities whenever they experience a platform revolution. In the current "Red Sea Era", the mobile game market is intensely competing, human resources are increasingly concentrated, and HTML 5 is becoming a new technology with innovative value. With its powerful cross-platform capabilities, click-to-play capabilities, and ongoing improvements in engines and tools, we have paved the way for mobile game developers.

In fact, the mobile game industry has grown rapidly in recent years, and this trend may last for many years. Entertainment on mobile devices is not limited to games, but it can be used for video and audio content. Some people use mobile devices to read, depending on how comfortable you are from a small screen for a long time. Today, most day-to-day consumers value entertainment and convenience. By using mobile devices, you can spend time waiting for something while commuting to work. Some people may argue that these devices can be used in a more efficient way, they may be correct