William Grosso, CEO of Scientific Revenue, a company that optimizes prices for shareware games, told GamesBeat what will happen in the industry next year.

7 трендов 2016 года от Scientific Revenue

In short, here are seven of his theses:

  1. The return of Google Play to China will not only solve the problem of fragmentation of the local mobile market, but will also become a driver of the development of the entire Android market next year.
  2. But console sales will be lower than expected. It’s not that the devices are bad, it’s about cheap alternatives (Smart TVs that can pull images from mobile devices, Apple TV and Android TV). Plus, the target – hardcore – audience of consoles, in turn, will be drawn after VR – to personal computers and mobile.
  3. PC is not going to give up positions. In addition to Steam and VR, computers have cross-platform mobile applications.
  4. The US share of global mobile market revenues will decrease due to the strengthening of new markets, in particular, China, Eastern Europe, South Africa and India. William expects India to show significant results next year. And it does not exclude that in 2017 it will overtake the States in terms of income.
  5. The monetization curve of mobile games will change, moving away from the concept of earning on whales towards attention to regular users, regardless of the size of their investments. In this regard, the need for “feeding applications”, simple, free games, whose main task is to promote the main title with the help of their viralka, will increase.
  6. CPI will continue to grow. The only opportunity to succeed in 2016 will therefore be either the creation of something innovative, or ideally setting up the project in such a way that it not only earns when acquiring users, but also allows you to scale your commercial success.
  7. Due to the growth of CPI, there will be a popularization of a new advertising tool for mobile – pre-orders, which has already been implemented both on the App Store and on Google Play. He is quite capable of changing, according to William, both how games are launched today and how users are acquired. At first, only large companies will use it, but gradually medium-sized companies will reach this tool.

The full version of the material is here.

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