LoopMe and IDC presented a joint study on the prospects of mobile gaming after the end of the pandemic. Companies have concluded that record activity will fall by a quarter in the next couple of years. Mobile market revenue growth is also expected to slow significantly after a record 2020.The study is based on a survey that involved 3,850 smartphone users from the United States, Great Britain, Japan, Germany, Brazil and Singapore.

The selection of regions is explained by the need to get a more complete picture of the countries affected by the pandemic to varying degrees.

The main thing from the study63% of respondents have started playing more since the beginning of the pandemic.

  • The survey also revealed a correlation between how much people’s activity in mobile games has increased with an increase in mortality per capita (the higher the mortality per capita, the more activity in games, and vice versa).6% of respondents admitted that they had never played on mobile devices before the pandemic.
  • It is mainly about men aged 25-35 years. This audience is several years younger than the average mobile gaming audience before the pandemic (most are women over 40).In all countries, people most often played on their phones to kill time or just as entertainment.
  • These options were chosen by an average of 38% and 37% of respondents. Also, 4% of respondents said that they felt safe in the virtual space.Largely due to the pandemic, the number of mobile gamers in the world has grown to 2.25 billion people in 2020.
  • This is 12% more in annual terms.According to experts, in most countries the pandemic will end at the end of 2022.
  • Analysts believe that after the end of the pandemic, mobile games will retain 75% of the record activity of 2020.
  • Thus, by the end of next year, people will play a quarter less on mobile devices than in the past and this year.According to IDC, in 2020, global mobile gaming revenue grew by 28% year-on-year and amounted to $92.3 billion.
  • The company expects growth to slow to an average of 3.3% (compared to a record last year) between 2021 and 2023.LoopMe notes that most mobile gamers have a fairly high purchasing power, and they are responsible for the purchases and budget in their families.
  • According to analysts, this opens up new opportunities for companies to promote their brands through mobile titles.

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