Data.ai "2021 Money $ 116 billion in mobile game, total app store spending 68%

[Data provided: data.ai]

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\ - Consumers around the world, 2021 Mobile Games 83 billion downloads and spend about 143 trillion won, and the highest record... 68% contributing to the app full of apps

\ - My mobile game in Korea can download my mobile game, while consumer spending is 87% of the entire app spending

** \ - In 2021, in the world's download sector, Hyper Casual Genre, Strategy and RPG Genre Marking in Consumer Spending

** \ - In Korea, RPG genre game download and consumer spending sector top chart

Data and Analysis Platform Data.ai (Gun App Annie) announced '2022 Mobile Game Status'.

According to the report, mobile gamers worldwide downloaded 83 billion mobile games in 2021, consumed $ 116 billion (about 143 trillion won), and achieved unprecedented records. This means that you have downloaded 157,000 mobile games for every one minute, and consumed $ 2.2 million (about 2.7 billion won) to mobile games.

In 2021, the download number of mobile games around the world showed 4% of the year (80 billion) to 83 billion. In 2019 (68 billion), when compared to the growth of 12 billion in 12 billion in 2020 and compared to the growth of 18% of the recorded, 2021 seems to have escaped to the steep growth section facilitated by pan demic, and it seems to have entered a relatively gentle growth.

On the other hand, in 2021, mobile game consumer spending is $ 116 billion to $ 15% ($ 1.00.5 billion), and a level similar to consumer expenditure (17%, $ 85.8 billion → $ 1.00.5 billion) in 2020 Maintained. In 2021, consumer expenditures of mobile games showed high contributions to the extent of 68% of the total App Store sales accounted for 68% of $ 110 billion.

Meanwhile, in 2021, the mobile game download number of mobile games in Korea was 5.8 billion, consumer spending was $ 57.8 billion (about 7 trillion won). Unlike the world's figures, the number of mobile games in Korea, which has renewed the highest records from both sectors to the annual basis, has recorded a 6% minus growth compared to the previous year (6.2 billion).

According to Data.ai's data, the number of downloads in Korea entered the overall declined tax since 2018. It is an analysis of Data.Ai, which has increased by 50 million in 2020, which was a strong distance and defense guidelines for the aftermath of pan demam, and 8% of the rising rise in 2020, but it has been aimed at the next year. Through this, Mobile Gamers in Korea can see that it is more preferred to enjoy the existing downloaded game than downloading new games.

In 2021, Mobile Games Consumer Spending was $ 57.8 billion (about 7 trillion won), recorded 15% YoY ($ 50.4 billion), and I painted a parallel to Mobile Game Consumer Spending.

Unlike the number of game games in Korea, consumer spending was steadily growing until 2021 after the fans of the fan demic since 2018 ($ 3.8 billion). Especially in Korea, It can be seen that it acknowledged 87% and acted as a key factor that tricts app economic growth.

It can be seen that when the mobile game is a 68% contribution among the 2021 app store sales, the app economy shows the high dependence on mobile games.

According to Data.ai's data, the genuine "hyper casual", which showed the largest actively actively downloading mobile game in 2021, was a "hyper casual". The hyper casual game elements, which showed a record close to the second download of 15 billion downloads, accounted for about 33% of the number of mobile game downloads in 2021.

It seems that simple manipulation and a high accessibility of the corresponding genre that can be enjoyed free of charge. Especially, the details of the most appreciated by the hyper casual genre were actions, puzzles, simulations, and IO, and in 2021, the number of downloads of the four genres was 13 billion and accounted for 16% of the total mobile game download.

On the other hand, the high number of downloads was not directly linked to high profitability. In 2021, the largest proportion of mobile game consumer spending in 2021 was the rigs and RPG genre genre. While most of the revenue creation of hyper casual genres is coming from ads, it seems that RPG and strategic genre games that require a lot of time and a lot of time, which require a lot of time, and it seems to have derived consumer spending.

The 4x MARCH-battle strategy that led to the largest consumer spending is a collection of $ 9.7 billion (about 12 trillion won) in 2021 (about 12 trillion won). This is a value of about $ 2 billion in the previous year.

In the mobile market in Korea, RPG genre was strong in the download and consumer spending. Downloading standards Five hyper casual genres in the main game genre chart have an ahead of the RPG genre, but on the download reference game upper chart, it is noteworthy that the hyper casual game is not installed in the top 10. On the other hand, RPG genre games are ranked first <Cookie Run: King, 2nd Nations, Fourth, Fourth, , Foreign I raised the chart.

In the consumer spending sector in Korea, MMORPG, Team Battle, and two RPG genres were ranked 1, 2, and ranked 1, 2, and 5 RPG genres were included in the top 10 major game genre charts. The genre showed a great presence in the game upper chart. Consumer Spending Division in Korea Mobile Games 1, 2nd place in order, , , and the next 3rd place , 5th followed by eight RPG genre games in the top ten tops.

David Kim Data.Ai Asian General is "a mobile game to present a graphic quality and a play experience close to the console game, and the mobile game market, a mobile game market, is aimed at the top record every year," he said, "It is 174 Mobile games have been highlighted to record more than $ 100 million, and to continue to continue to continue to follow these growth momentums, it is important to continue to pioneer new opportunities through various attempts. "

Meanwhile, more details can be found in the '2022 Mobile Game Status' report of Data.ai.

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