The Casual Gaming Association (CGA) has published a report on the gaming sector of the market, considering games for smartphones and tablets. The key provisions of the report can be read further in our material.

Mobile games accelerate the growth of the global gaming marketGames for smartphones and tablets bring 17.4% ($12.3 billion) of revenue to the entire gaming industry.

This figure is expected to grow to an impressive 27.8% ($23.9 billion) by 2016. The CGA identified 5 reasons for this state of affairs:

1.       Smartphones and tablets provide users with new opportunities to continue the gameplay.

2.       Mobile devices significantly increase the time devoted to games. The more time spent playing the game, the more money is spent in it, which brings the income level of the gaming industry to a new level.

3.       Smartphones and tablets are penetrating into every corner of the world, providing developers with truly global reach and unprecedented growth potential.

4.       The F 2 p model, which dominates the gaming industry, has won the sincere love of consumers. And it turns games into services that require constant attention from developers.

5.       Improving the technical characteristics of smartphones and tablets allows mobile developers to compete with more solid platforms – consoles and PCs.

40% of 960 million mobile gamers worldwide invest in gamesAccordingly, 380 million users are ready to spend money on their mobile hobbies.

The Asia-Pacific region is the most active platform. It generates 48% of global income, which is almost three times higher than the next largest North American region. Western European gamers have the largest average monthly spending on games ($4.40), while residents of the Middle East and Africa have the most modest ($0.67).

Most of the income of mobile games is brought by menIn all major regions, men are more likely to spend money on mobile games.

The most active users are those aged 20-35 years.

 

Separation of players by gender, age and device typeAsia has the most players willing to pay for the game (47%), followed by the USA (44%).

However, North America was distinguished by the largest percentage of users producing large (5%) and average costs (33%). While spending 77% of Asian players are classified as moderate.

“Key” games capture the iOS charts, and only then GooglePlayMonetization on Apple devices is more successful, so most developers prefer to launch their games on the Apple platform first.

However, GooglePlay occupies a prominent place on the world stage. Accordingly, iOS hits are gradually moving into the tops of Android apps.

 

Distimo: App Store Cost SharingAmong the authors of the report, Newzoo and Distimo were highlighted.

They also mentioned the start of registration for the Casual Connect conference, which will be held next February in Amsterdam and will consider the main trends in the development of the gaming industry.

 More information about key market indicators can be found in the full version of the report, which is available for download after filling out a simple questionnaire on the Newzoo website.

Source: www.newzoo.com

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