Mobile Games Market Size and Background
A multi billion dollar web2 industry ripe for disruption
Our project will be the default web3 monetisation SDK for mobile games studios.
So how big is the mobile gaming market we are aiming at?
  1. 1.
    15 million game studios using Unity ( Unity S1)
  2. 2.
    Hyper casual games market alone valued at $9billion ( IDC)
  3. 3.
    Past 5 years over $45billion in M&A n web2 monetisation companies - IronSource and AppLovin's IPO's, acquisitions of TapJoy, Vungle, Liftoff, MoPub, AdColony, Chartboost.
  4. 4.
    China, the United States, and Japan were the top three markets in 2021 by mobile game revenues with $56 billion, $43 billion, and $20 billion in revenue, respectively. (AppAnnie)
  5. 5.
    Players downloaded 82.98 billion mobile games in 2021. (AppAnnie)
  6. 6.
    Top mobile game subgenres by downloads ( AppAnnie 2021)
  7. 7.
    On average, hyper-casual mobile gamers download ten times more games than other players. (VentureBeat)
Action (Hyper-casual) โ€“ 4.01 billion
Puzzle (Hyper-casual) โ€“ 3.78 billion
Simulation (Hyper-casual) โ€“ 3.15 billion
Kids (Other) โ€“ 2.57 billion
Driving (Simulation) โ€“ 1.63 billion
io (Hyper-casual) โ€“ 1.41 billion
Runner (Action) โ€“ 1.20 billion
Creative Sandbox โ€“ 1.12 billion
Simulation Sports โ€“ 1.10 billion
Pet (Simulation) โ€“ 0.90 billion
Mobile Game Demographics
By 2023, there will be 3.7 billion mobile players worldwide. (Newzoo)
55% of mobile gamers are female, 45% are male. (Statista)
More than 50% of mobile gamers are older than 34. (Mediakix)
The average age of a mobile gamer is 36. (MoPub) People older than 45 make up almost a third of mobile gamers. (Mediakix)
Gen Z and Millennials spend more time gaming than on any other form of entertainment. (Newzoo) 85% of mobile gamers do not identify as gamers. (Mediakix)
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