Mobile market research firm App Annie is aware of our telephones are nearly recreation consoles, and it’s sharing some stats to turn simply how many people play video games, how lengthy we achieve this, and what genres are on the upward push.

And simply what number of video games pop out in 12 months on Apple’s App Retailer and Google Play.

App Annie launched its “State of Mobile: 2019 and beyond” file this week, sharing knowledge on what it’s accumulated and analyzed in regards to the international cellular marketplace in 2018. It discovered that one-third of all international downloads in 2018 have been for video games … and that builders and publishers launched over 2.7 million video games on Apple’s App Retailer and Google Play. This, in fact, doesn’t rely video games on different app retail outlets or ecosystems.

And this file from App Annie reinforces what every other marketplace analyst, Newzoo, forecast previous this 12 months — that greater than 2.4 billion people will play games in 2019 and that the mobile gaming market is pushing nearly $70 billion. App Annie reveals that 74 cents of each and every greenback spent within the app retail outlets are for video games, and 95% of those are from in-app purchases as opposed to paid video games. Video games run the cellular app economic system.

One stat that I didn’t to find sudden: the vast majority of time spent in video games is from folks 25 and over. Finally, maximum teenagers and youngsters can’t find the money for telephones, despite the fact that it appears like each and every child you notice out-and-about in this day and age has a smartphone.

Listed below are some highlights from App Annie’s file.

Engagement and behaviour


Video games account for 10% of the time spent in apps. I assumed this may be extra, however then I considered my very own use of e-mail, paintings communique apps like Slack, and media apps corresponding to Reddit, Twitter, and The Athletic, and it made sense. Many people spend a couple of mins flingin’ playing cards or matching gemstones on our telephone every day, however I’ll spend an hour or extra studying sports activities articles on The Athletic. For others, cellular is their number one viewing platform for TV and movies.

And don’t get me began on checking paintings e-mail. …

Different fascinating engagement stats come with:

  • This 10% proportion has held ceaselessly through the years, at the same time as time spent on apps total has grown 50% up to now two years.
  • That is due to greater engagement from present players who’re making an investment extra time in video games than up to now.
  • However it additionally comes from a broadening consumer base, in particular in much less mature markets who’re the usage of smartphones for the primary time.
  • Social and Communications apps made up 50% of overall time spent globally in apps in 2018, adopted through Video Gamers and Editors at 15% and Video games at 10%.

As I take a look at my growing old iPhone, I see I’ve 14 video games on my telephone. Now, I quilt the sport trade, so this isn’t surprising. App Annie reveals most of the people play two-to-five video games a month. The cellular video games in my common rotation are Hearthstone, Talisman, The Elder Scrolls: Blades and Warriors of Waterdeep, and a Pinochle app (two of those are paid apps), so I are compatible that profile.

App Annie discovered that:

  • On moderate we’ve got eight video games put in in line with instrument within the U.S.
  • Obviously, there’s actual number of gaming appetites from shoppers, opening the door for a spread of video games from hyper informal to hardcore gaming.

Downloads and spending

“Discovery” — folks with the ability to to find your video games — is among the largest issues within the cellular sector (and it’s unhealthy at the PC facet of items, too, with Steam being swamped with new recreation releases as neatly). App Annie discovered that during 2018 by myself, greater than 2.7 million video games — a staggering quantity! — seemed on Apple’s and Google’s app retail outlets. Proceeding established traits, Android is the place video games discover a broader succeed in, and iOS brings in larger dollars.

Right here how the company breaks it down:

  • 1.6-plus million video games have been launched on Google Play through 2018.
  • 1.1-plus million video games have been launched on iOS through 2018.
  • Google Play sees the lion’s proportion of downloads international, whilst iOS App Retailer leads in monetization — accounting for 64% of greenbacks spent international.
  • Google Play reaches extra shoppers whilst iOS has tapped those that are extra keen or in a position to invest in apps.

App Annie could also be discovering that players have a necessity for velocity, spending 7.nine instances extra in racing video games (no longer combat royale) than every other different style available on the market, at the same time as persons are opening their wallets extra for every type of video games.

  • Video games noticed a year-over-year expansion charge in client spend in 2018 of 15% for iOS and Google Play.
  • Journey video games noticed equivalent spectacular expansion, at more or less Five-times the speed of video games generally.

Cell spending could also be 1.2 instances what PC, console, and hand-held output is mixed. Once more, this isn’t surprising — cellular has a larger succeed in, and whilst people can spend $60 on console video games, some whales spend greater than that during cellular video games … regularly. And free-to-play’s succeed in on cellular expands its incomes energy.


The largest velocity bump in cellular trail in 2018 used to be China because of its problems with recreation licensing. It established new rules in 2019, and that are supposed to lend a hand the marketplace. However this example has had one certain impact — extra Chinese language publishers and studios want to increase out of doors their house territory.

  • China’s spend on video games used to be depressed towards the top of 2018, sharply contrasting to total international client spend on video games.
  • Those headwinds have persisted into 2019 and disproportionately harm Chinese language recreation publishers.
  • However because of the gaming license hindrances in China, those Chinese language recreation publishers have needed to glance in another country to take a position and increase traction.
  • Because of this, those publishers have aggressively long gone into new markets like Japan and North The us.

You’ll take a look at App Annie’s complete file for extra main points.


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