Mobile gaming –additional information
The global gaming market is on the move. With the growth in popularity of mobile devices and mobile internet, gaming has become mobile as well. In 2014, gaming app revenue worldwide was valued at nearly 35 billion U.S. dollars and, by the end of 2020, it is expected to be worth almost 75 billion. Data indicates that smartphone gaming will generate the majority of revenues – 24 billion U.S. dollars in 2016 and 30.2 billion in 2018 – while tablet gaming revenues are projected to be 13.2 billion U.S dollars and 16.2 billion lower in the respective periods. These figures ought to come as no surprise, taking into account the global number of mobile gamers. The largest mobile gaming market in the world, Asia Pacific, was estimated to have 740 million mobile game players in 2014, compared to approximately 150 million each in North America and Western Europe. In that time, 67 percent of all global mobile game players were between the ages of 16 and 34, while three percent were older than 55 years.
In 2015, based on revenue, Clash of Clans was the leader in mobile gaming entertainment. The game, developed and published in 2012 by Supercell, brought in nearly 1.35 billion U.S. dollars in revenue – a success of no small measure for a freemium game. Candy Crush Saga, which ranked fourth based on global revenue in 2015, was the second in terms of gaming app reach on Android devices in the fourth quarter of that year. King, Candy Crush Saga’s developer, reported 428 million U.S. dollars in mobile gross bookings in the same period.