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Mobile gaming app revenue worldwide in 2015, 2016 and 2020 (in billion U.S. dollars)

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Global mobile gaming app revenue 2015-2020 The statistic present information on the global mobile gaming app revenue in 2015, with a forecast for 2016 and 2020. The source calculates that the revenue from mobile gaming apps worldwide will grow from 34.8 billion in 2015 to 74.6 billion in 2020. In 2015, Clash of Clans was the leading mobile game title worldwide, with revenue of 1.35 billion U.S. dollars
Mobile gaming app market revenue – additional information

Mobile gaming has been on the rise over the past few years as more and more sophisticated titles for smaller devices have been developed. The platform has attracted all types of gamers, even those that play on consoles or on PCs. In 2016, 37 percent of games market revenue worldwide came from the mobile segment, only 10 percent behind the digital PC or console platform. Mobile gaming app market in 2015 generated almost 35 billion U.S. dollars in revenue and is expected to bring in almost 75 billion U.S. dollars in 2020.

As of the second quarter of 2016, the Asia Pacific region took the lead globally, with over 70 percent of internet users playing games on smartphones. Trailing slightly behind were the Middle East and Africa region and Latin America, each with 68 percent of internet users who game on smartphones. In terms of mobile gaming app market size, China held the top spot in a ranking worldwide. About 30 percent of global game installs occurred in China, with further 10 percent in the United States.

As of mid-2016, four percent of global iOS device users were making in-game purchases on a monthly basis, compared to about three percent of Android users. At the same time, iOS device users spent an average of nearly 11 U.S. dollars on in-app gaming purchases, well above the average amount of seven U.S. dollars.

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Revenue in billion U.S. dollars
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Revenue in billion U.S. dollars
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Description Source More information
The statistic present information on the global mobile gaming app revenue in 2015, with a forecast for 2016 and 2020. The source calculates that the revenue from mobile gaming apps worldwide will grow from 34.8 billion in 2015 to 74.6 billion in 2020. In 2015, Clash of Clans was the leading mobile game title worldwide, with revenue of 1.35 billion U.S. dollars
Mobile gaming app market revenue – additional information

Mobile gaming has been on the rise over the past few years as more and more sophisticated titles for smaller devices have been developed. The platform has attracted all types of gamers, even those that play on consoles or on PCs. In 2016, 37 percent of games market revenue worldwide came from the mobile segment, only 10 percent behind the digital PC or console platform. Mobile gaming app market in 2015 generated almost 35 billion U.S. dollars in revenue and is expected to bring in almost 75 billion U.S. dollars in 2020.

As of the second quarter of 2016, the Asia Pacific region took the lead globally, with over 70 percent of internet users playing games on smartphones. Trailing slightly behind were the Middle East and Africa region and Latin America, each with 68 percent of internet users who game on smartphones. In terms of mobile gaming app market size, China held the top spot in a ranking worldwide. About 30 percent of global game installs occurred in China, with further 10 percent in the United States.

As of mid-2016, four percent of global iOS device users were making in-game purchases on a monthly basis, compared to about three percent of Android users. At the same time, iOS device users spent an average of nearly 11 U.S. dollars on in-app gaming purchases, well above the average amount of seven U.S. dollars.

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Release date
February 2016
Region
Worldwide
Survey time period
2015
Supplementary notes
*Forecast.

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