Wednesday 7 May 2014

Phone and Tablet Gaming

Candy Crush Saga
     1.  How much money is Candy Crush Saga estimated to make each day from its users?
Worldwide it approximately makes £610,000 of which £550,000 is from gamers in the US.

     2.  How does it make this money?
The game has add-ons like skipping the time to wait for more lives or just simply buy add ons to help you get through difficult levels which addicted players purchase.

     3.  How many people are estimated to have installed Candy Crush?
It is estimated to be 500 million people.

     4.  Where do people play?
On their way to work, during working hours and on their way back from work.

     5.  When was the game released? 
Facebook: April 2012
iOS: November 2012
Android: December 2012

     6.  When did it reach 500 million downloads? 
November 2013

     7.  Who is the typical Candy Crush gamer?
Women aged 25 to 45.

     8.  What percentage of gamers have spent money on Candy Crush, buying in-app purchases etc.?
25%

     9.  What percentage say they are addicted to the game?
30%

    10. What is your own experience of playing Candy Crush? Have you played it?
From my own experience I can say that it is a very addictive game because you spend every moment that you have available to play it for example waiting for the bus, transport or when you just have a break from your chores.

From the Daily Mail article I can work out that the target audience for Candy Crush is women aged between 25 to 55.

Extension Task
Mobile gaming continues to grow because:

  • Tablets and phones are becoming the two main, most used platforms.
  • You can access mobile games at any time, anywhere you are. 
  • Tablets and phones are available all around the world.
  • Free games are available.
  • Technology development allows the developers to catch up with PC and console games.
In 2013 mobile games generated 17.4% that is $12.3 billion of the global games market. It's estimated that by 2016, that percentage will increase to 27.8% - $23.9 billion. 
According to the Newzoo 2013 Global Games Market Report, MMO, smartphones and tablets are the only platforms that actually increase. 
In 2013 the biggest amount of mobile gamers was in Asia Pacific with 412 million players. Western Euroope has the highest average spend per month per paying mobile gamer and that is $4.40.  
20 to 35 years is the most frequent age especially in Korea/Japan/China. North America holds the biggest percentage of female players. 

The US also has the highest amount of average spenders (33%), followed by Europe (23%).

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