Date:11/03/19
Overall, the revenue of the game industry is expected to reach $148,1 billion in 2019, with mobile games accounting for less than half of the total revenue.
‘This is a massive opportunity for many brands. The games market, with its innovative monetization strategies and highly engaged consumers, is seriously challenging the way traditional entertainment has worked for decades,’ reported Newzoo Marketing Director, Emma McDonald. She also said; ‘This is one of the reasons why media giants like Netflix are continuing to experiment with interactive experiences.’
The report looked at mobile app users in the US, UK, Germany, and France. It shows that mobile games are one of the most commonly used applications. The typical mobile gamers are split 50-50 on gender and the average age is in the mid-to-late 30s.
Newzoo found that in the past seven days, one-half of mobile app users have opened gaming apps, making games the third most popular app after social media and shopping.
Among the 18-to-20-year-olds, games are the second most popular type of application. About 6pm to 10pm is the most popular game time.
Mobile gamers are a very influential group, and two-thirds of mobile gamers have an influence on the purchase decisions of their friends, family or colleagues. In terms of purchase influence, mobile game players are 23% higher than non-game players.
Mobile gamers are more likely to accept advertising than non-gamers. For example, they are more likely to buy goods from their favorite brands with advertising, use ads to keep an eye on products and services, and connect ads to premium brands.
Mobile gaming is third most popular app type after social media and shopping
According to a new report, Newzoo expects that more than 2.4 billion people will play games in 2019. The report also expects the gaming industry to generate $148 billion in revenue in 2019. Activision Blizzard Media, cooperating with Newzoo, released a report (‘Betting on Billions’). According to it, most players are on the mobile platform, and the report points out that mobile gamers are still an opportunity for brands and advertisers to develop.Overall, the revenue of the game industry is expected to reach $148,1 billion in 2019, with mobile games accounting for less than half of the total revenue.
‘This is a massive opportunity for many brands. The games market, with its innovative monetization strategies and highly engaged consumers, is seriously challenging the way traditional entertainment has worked for decades,’ reported Newzoo Marketing Director, Emma McDonald. She also said; ‘This is one of the reasons why media giants like Netflix are continuing to experiment with interactive experiences.’
The report looked at mobile app users in the US, UK, Germany, and France. It shows that mobile games are one of the most commonly used applications. The typical mobile gamers are split 50-50 on gender and the average age is in the mid-to-late 30s.
Newzoo found that in the past seven days, one-half of mobile app users have opened gaming apps, making games the third most popular app after social media and shopping.
Among the 18-to-20-year-olds, games are the second most popular type of application. About 6pm to 10pm is the most popular game time.
Mobile gamers are a very influential group, and two-thirds of mobile gamers have an influence on the purchase decisions of their friends, family or colleagues. In terms of purchase influence, mobile game players are 23% higher than non-game players.
Mobile gamers are more likely to accept advertising than non-gamers. For example, they are more likely to buy goods from their favorite brands with advertising, use ads to keep an eye on products and services, and connect ads to premium brands.
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