Among the 500 highest-grossing mobile games in the USA, the largest number of titles (15.1%) belong to the battler genre. This was told in its latest report by the analytical company Playliner.
Two charts were published. The first one is a pie chart. Each segment in it is a single genre. The chart reflects how many games of one direction or another were in the chart of the five hundred most profitable games on the App Store and Google Play in April 2018.
Segmentation of the five hundred highest-grossing mobile games by genre (USA, April 2018)
In particular, you can learn from the graph that 50% of the most profitable mobile games belong to only four genres: battlers, strategies, casinos and puzzles.
Other genres are significantly less represented in the box office top 500. As for these categories, they are approximately equally represented in the top. Slightly bypasses the genre of battlers in terms of the number of products with 15.1%.
Playliner separately notes that today mostly complex games fall into the top. According to them, “96% of the games in the box office top have complex gameplay and a wide variety of mechanics.” The remaining 4% falls on arcade projects and those that can be attributed to the direction of militants.
The second graph from the report is a little more complicated. It reflects how large was the share of games of a particular direction among all growing projects in the top and what was the share of games of a particular genre among all losing positions of projects in the top.
The share of games gaining positions and losing them within genres (among the projects that were in the top in the period from April 2017 to April 2018)
For example, among puzzles, strategies and family games, there were a lot of projects that seriously sagged in terms of indicators.
In Playliner, this is explained by the fact that among such projects there is a very large number of old projects that, for natural reasons, are losing popularity. At the same time, the number of new hits among them is not so great.
Experts complain that within the framework of these genres, novelties “do not give players a new experience, almost completely copying the gameplay of market leaders.”
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