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A P P A N N I E | S T A T E O F M O B I L E
GAMIN
G 2021
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EX ECU TIV E SU M MARY
2020 Mobile Landscape at a Glance
New Game
Downloads
Y
oY Growth
+18%
iOS, Google Play, Third-Party
Android in China
4.2 Hrs
Daily Time Spent
Per User on Mobile
Y
oY Growth
Android Phones; Among Markets
Analyzed ; Apps and Games
$73B
Venture Capital
to Mobile Tech
Y
oY Growth
+27%
+20%
$240B
Mobile
Ad Spend
Y
oY Growth
+26%
80B $100B
App Store
Spend in Games
Y
oY Growth
+20%
iOS, Google Play, Third-Party
Android in China
Source: Crunchbase
Apps and Games
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What's Inside
Mobile Gaming Market Trends
Marketing & Advertising
Best Practices from Industry Leaders
Top Apps & Games of 2020
3
The Mobile Performance Standard
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Mobile Gaming
Market Trends Researching and using top games,
category trends, and quantifying size
of a category are all critical for us to
stay informed on competitors and
changes to our industry. Game IQ has
been an excellent resource for this
intelligence. As we evaluate potential
partnerships and even acquisition
targets, access to this information is
extremely valuable.
Joseph Byrne
Director of Strategy & Business Development SciPlay
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Consumer Spend (B USD)
0 4 8 12 16 20 24 28 32 36 40 44 48
Source: App Annie Intelligence Note: Downloads and Consumer Spend are across
iOS, Google Play, Third-Party Android in China combined; Spend is gross — inclusive
of any percent taken by the app stores; Hours Spent is on Android phones
Top Markets by App Store Downloads,
Consumer Spend & Hours Spent in 2020
Are you ready to seize the next big opportunity?
Uncover key market drivers, shifts in consumer
demand, spend and engagement, and markets
primed for growth.
$143B Consumer
Spend, 3.5T Hours,
218B Downloads
Mobile Adoption Boomed in 2020 —
Advancing 2 - 3 Years in 12 Months
App and game habits are not fully formed — demand for new apps
and games still grows globally, up 7% YoY to 218 billion
downloads. Game downloads grew 18%to 80 billion. Now is the
time for user acquisition.
Consumers migrated more of their physical needs onto mobile;
spend hit new heights at $143 billion at 20% growth YoY. $7 of
every $10 spent in the app stores went to games.
Mobile took over mindshare at 3.5 trillion hours on Android
phones annually. Mobile is the only channel with this reach
and depth of engagement.
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iOS App Store Google Play
< $100K
$100K to $500K
$500K to $750K
$750K to $1M
$1M to $1.25M
$1.25M to $2M
Over $2M
0 20K 40K 60K 80K 1
00K
2019 2020
Distribution of Mobile App Publishers
by Annual Global App Store Consumer Spend
Source: App Annie Intelligence Note: China is iOS only; Among top publishers analyzed;
Publishers can roll up into companies and parent companies; Analysis is done on the publisher-level
among apps that monetize through the app stores; Not all publishers across both app stores are
represented; Starting value of ranges is $100,001, $500,001, $750,001, $1,000,001,
$1,250,001, $2,000,001 respectively.
Analyze revenue trends across stores, categories
and countries to maximize your LTV and revenue
potential.
Monetization: 25%
More Publishers
Earned Over $2M Per
Annum on Either Store
Majority < $1M Per Store
97% of publishers that monetize through the iOS App Store earned
<$1 million per annum and would benefit from Apple's App Store
small business program — reducing fees from 30% to 15%.
Many publishers — particularly gaming publishers — roll up under
larger companies or parent companies and also monetize across
both stores — taking home much more per year in aggregate.
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Gen Z Millennials Gen X/ Baby Boomers
Source: App Annie Intelligence Note: Android phones; Gen Z represented by those aged
16 -24; Millennials represented by those aged 25-44; Gen X / Baby Boomers represented
by those aged 45+; Average of top 50 gaming and non-gaming apps by average MAU excluding
pre-installed apps; Apps most likely to use among top 25 apps by average MAU excluding pre-
installed apps and a measure of demographic cohort compared to the overall population
US
Gen Z Millennials Gen X/ Baby Boomers
1 Snapchat Discord Ring - Always Home
2 Twitch LinkedIn Nextdoor
3 TikTok PayPal The Weather Channel
4 ROBLOX Pandora Music Kindle
5 Spotify Amazon Music
ColorNote
Notepad Notes
Apps Most Likely to Use in 2020
Year-Over-Year Growth in Total Time Spent
in Top 50 Apps Per User by Demographic
Focus on your key demographics: Understand the vary-
ing demographic opportunities behind mobile categories,
countries, and design styles to identify latent demand
and key partnership opportunities.
US
16% 18%
30%
Not Just Gen Z —
Millennials & Baby
Boomers Spend More
Time in Mobile
Mobile Affinity Varies by Market
& Demographic
In the US, Gen Z, Millennials and Gen X/ Baby Boomers spent 16%,
18% and 30% more time YoY, respectively, in their most-used apps.
In the UK, this was 18%, 17% and 27%, respectively.
In the US and UK, Gen Z had the highest affinity for Snapchat
and Twitch, respectively.
The intersection of social and gaming showed up heavily for Gen Z
with Twitch, Discord and ROBLOX ranking highly for affinity.
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Downloads Consumer Spend Time Spent
Casino 2%
Core 20%
Casual 78%
Casino Core Casual
Global Mobile Gaming Breakdown
2020
Source: App Annie Intelligence Note: Downloads and Consumer Spend
are across iOS and Google Play combined (iOS only in China); Spend is gross —
inclusive of any percent taken by the app stores; Time Spent is on
Android phones
Uncover detailed market opportunities, build products
catered to your subgenre, and analyze granular gamer
preferences with Game IQ the industry standard
for game classiciation.
Core Gamers Chose
Mobile Console at Home
Core Gamers Generate 66% of Spend,
55% of Time Spent on Mobile Games
Casual games dominate downloads with the popularity of easy-
to-use names like Among Us, ROBLOX and MyTalking Tom
Friends.
APAC drives a significant portion of spend and time spent
among Core games, yet Console and PC-gone-mobile titles
bridge the West into Core mobile gaming.
Mobile gaming on track to surpass $120 billion in consumer
spend in 2021 — capturing 1.5x of the market compared to all
other gaming platforms combined.
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Simulation>Sandbox
Action>Battle Royale
Puzzle>Card/Board
Arcade>Other Arcade
Shooter>First Person
Action>MOBA / ARTS
Hyper Casual>Puzzle/Trivia
RPG>Other RPG
Puzzle>Match + Build
Puzzle>Other Puzzle
0 50 100 150 200 250 300
75%
35%
70%
300%
90%
30%
160%
130%
40%
45%
Source: App Annie Intelligence Note: Android phones, Among top 10
subgenres by year-over-year growth in market share of time spent
Casual Core Casino
Year-Over-Year Growth in Global Hours Spent
Ordered by Year-Over-Year Market Share Growth
in 2020
The mobile game market is moving fast. In order take
advantage of trends, timely and in-depth estimates and
analysis are required. Let Game IQ take you to the next
level with detailed game classification.
Sandbox, Arcade
& Card / Board Casual
Games Gained Market
Share
Mobile Gaming Moves Mainstream
Casual > Simulation > Sandbox games took over the most
market share globally, up 1.9 percent share points YoY to nearly
7% of the total market split between 1
12subgenres.
Casual > Arcade > Other Arcade saw the greatest growth
in overall time spent YoY — growing 300% to 4.5 billion hours
in 2020.
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Worldwide
40
45
50
2.0 2.2 2.4 2.6
Indexed Active Users (B)
2.8 3.0
Consumer
Spend
(B
USD)
2019 2020
Source: App Annie Intelligence Note: Consumer Spend is across iOS and Google Play
combined; Active Users are across iPhones and Android phones; Indexed to show
relative size of markets across aggregate games with gameplay feature.; In this instance,
Average Revenue Per User is represented by Average Consumer Spend Per User.
Mobile Gaming User Monetization Breakdown
by Gameplay Features
Layering rich modifiers with Game IQ, like game-play
features, in an ARPU analysis highlights critical market
differences and high growth segments —giving you
direct actinable insights that affect your top line.
Events Drove Highest
Gaming ARPU in 2020
+20%Year-Over-Year Growth
in Total Consumer Spend & Users
Events, leaderboards and customization were the top gameplay
features for app store monetization in 2020 in western markets.
In APAC, however, competitive multiplayer, chat (China and South
Korea), daily & logins (Japan), and guilds and clans (China) were
some of the top-performing features by Average Revenue Per
User (ARPU).
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Downloads - AMER
Argentina Brazil Canada Mexico United States
1
Among Us! My Talking Tom Friends Among Us! Among Us! Among Us!
2
Brain Test: Tricky Puzzles PK XD Brain Test: Tricky Puzzles Brain Test: Tricky Puzzles Brain Test: Tricky Puzzles
3
My Talking Tom Friends Among Us! Woodturning My Talking Tom Friends Woodturning
4
5
Craftsman: Building Craft
Save The Girl
Cube Surfer
Brain Test: Tricky Puzzles
Tangle Master 3D
Cube Surfer
Parcheesi STAR
Cube Surfer
Tangle Master 3D
Join Clash 3D
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Breakout Games
Source: App Annie Intelligence Year-Over-Year Growth in combined iOS & Google Play Downloads
(China is iOS only), iOS and Google Play Consumer Spend (China is iOS only) and Android phone Time
Spent among Games categories across iOS & Google Play
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Marketing
& Advertisng
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110K
220K
330K
440K
550K
2
Weeks
Prior
1
Week
Prior
April
24th
-
25th
2
Weeks
Prior
1
Week
Prior
July
6
-
9th
2
Weeks
Prior
1
Week
Prior
Sept
2nd
2
Weeks
Prior
1
Week
Prior
Nov
13th
-
15th
Fortnite ft. Travis Scott Concert Calm ft. Harry Styles
Dunkin' ft. Charli D'Amelio PUBG ft. BlackPink
Average Daily Global Downloads During
Celebrity Collab Events in 2020
Source: App Annie Intelligence
Note: iOS and Google Play, China is iOS only
Collaborations can boost your user acquisition if planned
carefully, fueled by demographic, cross-app usage and
engagement data, and integrated marketing resources
diverted to fully support the mobile campaign.
Strategic Celebrity-
Mobile App Collabs
Spur Up to 2.7x
Downloads
Mobile-Savvy UA to Cut Through
the Noise
Collaborations span categories, including meditation
apps, fast food, games, shopping, music and more.
Battle Royale games Fortnite and PUBG MOBILE leveraged
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their social networking features to host virtual concerts — a
shrewd engagement tactic during a year when live concerts
were largely on pause.
The fusion of live shopping and celebrity collaboration
is another marketing tactic poised for growth.
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Share of Global Revenue by Ad Format Among Games
Across the MoPub Exchange
Source: MoPub Note: Through Feb 15, 2021; Excluding native and medium
rectangle ad formats
Fullscreen Ads
Saw 1
.5x Revenue
of Rewarded Video
& 3.8x Banner on
MoPub's Exchange
Fullscreen and Rewarded Ads
Contributed 80% of Gaming Revenue
Banner’s relative increase in revenue share in Q4
was driven by higher prices rather than larger volume
but bounced back down during the start of Q1 2021.
"Despite the uncertainty of 2020, MoPub saw
continued commitment to the full and rewarded
video ad unit formats for gaming publishers;
together these units represented over 80%
of total spend across the exchange. We continue
to see full and rewarded video ads as key
growth areas."
—John Bonanno, Revenue Analyst, MoPub
60%
40%
20%
0
Q12020 Q2 2020 Q3 2020 Q4 2020 Q12021
Banner Full Rewarded Video
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Indexed
Spend
Week Commencing
Branding Direct Response Re-Engagement
Global Demand-Side Platform (DSP) Trends
by Type Across MoPub's Exchange
Source: MoPub
Brand & Re-Engagement
DSP's Saw Recovery
During Holiday Season
"As the global pandemic happened, MoPub saw direct
response DSPs grow their ad spend in comparison to
both brand and re-engagement DSPs, which reduced
their spend given the uncertain climate. MoPub also
observed spend recovery for brand and re-engagement
DSPs during the start of Q3 2020 and strong perform-
ances around Black Friday and the winter holidays."
—John Bonanno, Revenue Analyst, MoPub
Direct Response DSPs Grew Their
Ad Spend Throughout 2020
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US Game Ad Impressions Per Daily Active User
Across ironSource's Mediation Platform
Source: ironSource
Among rewarded video and interstitial ads
Users Engaged
with More Game Ads
Than Ever Before:
Impressions Per DAU
Up 51% YoY
Dec 2020 Marked Highest Level
Through 2020
Sophistication in ad placement strategies contributed
to this growth, with ads being increasingly incorporated
as part of the core game loop.
"Implementing ad monetization as a native part of the
in-game experience can not only help drive revenue, but
also result in higher retention, with users welcoming the
chance to engage with ads to keep playing in the game."
— Amir Shaked, GM Network at ironSource
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20%
40%
60%
80%
Global Adoption Rate of In-App Bidding
by Apps Across ironSource's Mediation Platform
Source: ironSource
Among rewarded video and interstitial ads
In-App Bidding Now
the Dominant Form of
Managing Ad Monetization
— At 70% Adoption by
End of 2020
Waterfall Mediation Becomes
A Thing of the Past
In-app bidding displaced traditional waterfalls as the most
common ad monetization management strategy model for game
publishers. In-app bidding grew dramatically from 9% market
share in December 2019 to nearly 70% a year later.
In-app bidding has increased competition and improved
optimization often resulting in greater revenue for publishers.
"In a rapidly evolving and dynamic mobile app economy,
transitioning to in-app bidding as your monetization
management strategy can help to ensure you're always
getting the most value for your inventory."
—Nimrod Zuta, VP Platform at ironSource
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Best Practices from
Industry Leaders
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"We combine different mechanics and we will naturally
expand this diversity in our games. And to do this we’re
looking at estimates for games across categories, so we’re
analyzing mid-core and hardcore games too. When you
can build engaging hybrid-genre games it’s also going to
make your user acquisition that much more efficient."
—Alexander Derkach, CMO at Playrix
Playrix's Gardenscapes
in the Top 1
% of Games
Heavy Focus on Live Ops, Continual
Improvement on Visuals, UX & Game
Mechanics, Efficient Scaling of UA
& Cross-Genre Market Analysis Cultivate
Continued Success Nearly 5 Years
After Launch
Gardenscapes' Mobile Performance Score of 94 ranks among
the top 1%of games worldwide with standout performance
in monetization and acquisition.
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iDreamSky Uses
Demographic Data to
Anticipate Market Shifts
in Target Markets
Developers need to further classify games by multiple layers to
really tap into the main gameplay mechanics that the specific
audience of users is seeking. iDreamSky's newest launch com-
bines the popular Core Battle Royale genre with animal avatars
— fueled by the strategic analysis of demographic segmentation.
iDreamSky leveraged App Annie's market estimates to determine
that European and American Gen Z users are gradually getting
closer to Chinese users in user behavior and are more accustom-
ed to using mobile to play core games.
"In the future, more and more large-scale IPs will be
transferred from PCs to mobile games, which can help
propel development in the Asian market, on the one
hand, and further evolve the next generation of Western
players on the other.”
—Jeff Lyndon, Co-Founder & President at iDreamSky
iDreamSky' is set to release Battle Royale game Super Animal Royale —
a clever play on the traditional human avatars in incumbent Battle Royale games.
Players control various small animal superheroes, which taps into another trend
we’ve seen remain popular on mobile.
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"The obvious benefit (of using App Annie's Game IQ)
is scalability. We will plan to use Game IQ for further
stages of research when we want to filter the data
or cluster them with different genres with different
mechanics and features."
—Luka Strasner, Sr Market Strategist at Outfit7
1
0 Years On, Talking
Tom Remains One of the
World's Most Successful
Mobile Gaming IP's
Driven by Expansion into Several Gaming
Sub-Genres and Supported by an Entire
Entertainment Ecosystem
Outfit7 prioritizes their characters and their relationships to users
as they strategize new game launches in other sub-genres. They
leverage mobile market estimates with their internal data to create
a sophisticated UA mbodel that helps fuel a successful paid user
acquisition strategy across their portfolio of games.
Outfit7 launched My Talking Tom Friends in Feb 2020, garnering
widespread success and seeing an industry-leading Acquisition
Performance Score a year after launch.
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App Annie’s Performance Score shows market
leaders in key markets across Acquisition, Sentiment,
Engagement and Monetization and how you can learn
from their industry strengths. Download the Ap p Annie
Pulse mobile app to unlock your Performance Score.
App Annie’s Mobile Performance Score allows users to quickly
see the full picture of their game's health
The Benchmark to
Win in Mobile Gaming:
App Annie Pulse
Our App Annie Pulse mobile app is the industry’s only answer
to benchmark the competition, track market movers and identify
insights that are powered by the industry’s best estimates and
data science:
Benchmark your competition with the App Annie Performance
Score, a compound of multiple mobile metrics, powered by
data science
Compare your score against competitors. App Annie's Mobile
Performance Score captures a composite of sentiment, acquis-
ition, monetization and engagement metrics
Create your own configurable metric to maximize personaliz-
ation from up to 9 different metrics
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Top Apps &
Games of 2020
2020 was a record-breaking year for
Playrix. According to App Annie, we ranked
2nd by top grossing gaming publishers
worldwide and we saw 2-3x YoY growth in
our apps for downloads and DAU. App Annie
was a strategic partner in this — making our
lives easier with valuable data.
Maxim Kirilenko
Business Development Director Playrix
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2020 Rankings by Market
Monthly Active Users
Top Apps & Games of 2020
Worldwide
Top Apps Top Games
1 Facebook 1 PUBG MOBILE
2 WhatsApp Messenger 2 Candy Crush Saga
3 Facebook Messenger 3 Ludo King
4 Instagram 4 Among Us!
5 Amazon 5 Free Fire
6 Twitter 6 ROBLOX
7 Netflix 7 Call of Duty: Mobile
8 TikTok 8 Subway Surfers
9 Spotify 9 Minecraft Pocket Edition
10 Snapchat 10 Pokémon GO
Source: App Annie Intelligence Combined iPhone and Android Phone Monthly
Active Users; Worldwide excluding China; Market-level rankings
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2020 Rankings by Market
Downloads
Top Apps and Games of 2020
Worldwide
1 TikT
ok Free Fire Google United States Voodoo France
2 Facebook Among Us! Facebook United States AppLovin United States
3 WhatsApp Messenger Subway Surfers ByteDance China Crazy Labs Israel
4 ZOOM Cloud Meetings PUBG MOBILE Microsoft United States Jinke Culture - Outfit7 China
5 Instagram Gardenscapes - New Acres InShot Inc China SayGames Belarus
6 Facebook Messenger Hunter Assassin Alibaba Group China Playgendary Germany
7 Google Meet Brain Out Amazon United States Azur Interactive Games Russia
8 Snapchat My Talking Tom Friends T
encent China Miniclip Switzerland
9 Telegram Tiles Hop: EDM Rush ABISHKKING Hong Kong BabyBus China
1
0 Netflix Ludo King Zoom Video Communications United States Playrix Ireland
Top Apps Top Games Top App Companies Top Games Companies
Source: App Annie Intelligence Combined iOS and Google Play;
China is iOS only; Market-level rankings
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2020 Rankings by Market
Consumer Spend
Top Apps & Games of 2020
Worldwide
1 Tinder Honour of Kings Google United States T
encent China
2 TikT
ok Pokémon GO T
encent China Playrix Ireland
3 Y
ouTube ROBLOX Disney United States NetEase China
4 Disney+ Monster Strike ByteDance China Activision Blizzard United States
5 Tencent Video Coin Master Match Group United States Zynga United States
6 Netflix Game For Peace InterActiveCorp (IAC) United States BANDAI NAMCO Japan
7 Google One PUBG MOBILE LINE Japan Supercell Finland
8 iQIYI Fate/Grand Order Baidu China Netmarble South Korea
9 BIGO LIVE Candy Crush Saga Amazon United States Playtika Israel
1
0 Pandora Music Gardenscapes - New Acres JOYY Inc. China Lilith China
Top Apps Top Games Top App Companies Top Games Companies
Source: App Annie Intelligence Combined iOS and Google Play;
China is iOS only; Market-level rankings
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We Fuel Successful
Mobile Experiences & Monetization
Competitive
Intelligence
Driving Organic Search
& Paid User Acquisition
Product Development
& Roadmap Planning
Business
Development
International
Expansion
Ad Monetization
Optimization
A P P A N N I E
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App Annie is a mobile market estimate service provider. App Annie is not registered in
any investment advisory capacity in any jurisdiction globally, and does not offer any legal,
financial, investment or business advice. Nothing contained in this communication, or in any
App Annie products, services, communications, or other offerings, should be construed as
an offer, recommendation, or solicitation to buy or sell any security or investment, or to make
any investment decisions. Any reference to past or potential performance is not, and should
not, be construed as a recommendation or as a guarantee of any specific outcome. You
should always consult your own professional legal, financial, investment and business advisors.
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app_annie__state_of_mobile_gaming_2021__en.pptx

  • 1. A P P A N N I E | S T A T E O F M O B I L E GAMIN G 2021
  • 2. S T A T E O F M O B I L E G A M I N G 2 0 2 1 EX ECU TIV E SU M MARY 2020 Mobile Landscape at a Glance New Game Downloads Y oY Growth +18% iOS, Google Play, Third-Party Android in China 4.2 Hrs Daily Time Spent Per User on Mobile Y oY Growth Android Phones; Among Markets Analyzed ; Apps and Games $73B Venture Capital to Mobile Tech Y oY Growth +27% +20% $240B Mobile Ad Spend Y oY Growth +26% 80B $100B App Store Spend in Games Y oY Growth +20% iOS, Google Play, Third-Party Android in China Source: Crunchbase Apps and Games 2
  • 3. S T A T E O F M O B I L E G A M I N G 2 0 2 1 What's Inside Mobile Gaming Market Trends Marketing & Advertising Best Practices from Industry Leaders Top Apps & Games of 2020 3
  • 4. The Mobile Performance Standard S T A T E O F M O B I L E G A M I N G 2 0 2 1 4
  • 5. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Mobile Gaming Market Trends Researching and using top games, category trends, and quantifying size of a category are all critical for us to stay informed on competitors and changes to our industry. Game IQ has been an excellent resource for this intelligence. As we evaluate potential partnerships and even acquisition targets, access to this information is extremely valuable. Joseph Byrne Director of Strategy & Business Development SciPlay 5
  • 6. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Consumer Spend (B USD) 0 4 8 12 16 20 24 28 32 36 40 44 48 Source: App Annie Intelligence Note: Downloads and Consumer Spend are across iOS, Google Play, Third-Party Android in China combined; Spend is gross — inclusive of any percent taken by the app stores; Hours Spent is on Android phones Top Markets by App Store Downloads, Consumer Spend & Hours Spent in 2020 Are you ready to seize the next big opportunity? Uncover key market drivers, shifts in consumer demand, spend and engagement, and markets primed for growth. $143B Consumer Spend, 3.5T Hours, 218B Downloads Mobile Adoption Boomed in 2020 — Advancing 2 - 3 Years in 12 Months App and game habits are not fully formed — demand for new apps and games still grows globally, up 7% YoY to 218 billion downloads. Game downloads grew 18%to 80 billion. Now is the time for user acquisition. Consumers migrated more of their physical needs onto mobile; spend hit new heights at $143 billion at 20% growth YoY. $7 of every $10 spent in the app stores went to games. Mobile took over mindshare at 3.5 trillion hours on Android phones annually. Mobile is the only channel with this reach and depth of engagement. 6
  • 7. S T A T E O F M O B I L E G A M I N G 2 0 2 1 iOS App Store Google Play < $100K $100K to $500K $500K to $750K $750K to $1M $1M to $1.25M $1.25M to $2M Over $2M 0 20K 40K 60K 80K 1 00K 2019 2020 Distribution of Mobile App Publishers by Annual Global App Store Consumer Spend Source: App Annie Intelligence Note: China is iOS only; Among top publishers analyzed; Publishers can roll up into companies and parent companies; Analysis is done on the publisher-level among apps that monetize through the app stores; Not all publishers across both app stores are represented; Starting value of ranges is $100,001, $500,001, $750,001, $1,000,001, $1,250,001, $2,000,001 respectively. Analyze revenue trends across stores, categories and countries to maximize your LTV and revenue potential. Monetization: 25% More Publishers Earned Over $2M Per Annum on Either Store Majority < $1M Per Store 97% of publishers that monetize through the iOS App Store earned <$1 million per annum and would benefit from Apple's App Store small business program — reducing fees from 30% to 15%. Many publishers — particularly gaming publishers — roll up under larger companies or parent companies and also monetize across both stores — taking home much more per year in aggregate. 7
  • 8. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Gen Z Millennials Gen X/ Baby Boomers Source: App Annie Intelligence Note: Android phones; Gen Z represented by those aged 16 -24; Millennials represented by those aged 25-44; Gen X / Baby Boomers represented by those aged 45+; Average of top 50 gaming and non-gaming apps by average MAU excluding pre-installed apps; Apps most likely to use among top 25 apps by average MAU excluding pre- installed apps and a measure of demographic cohort compared to the overall population US Gen Z Millennials Gen X/ Baby Boomers 1 Snapchat Discord Ring - Always Home 2 Twitch LinkedIn Nextdoor 3 TikTok PayPal The Weather Channel 4 ROBLOX Pandora Music Kindle 5 Spotify Amazon Music ColorNote Notepad Notes Apps Most Likely to Use in 2020 Year-Over-Year Growth in Total Time Spent in Top 50 Apps Per User by Demographic Focus on your key demographics: Understand the vary- ing demographic opportunities behind mobile categories, countries, and design styles to identify latent demand and key partnership opportunities. US 16% 18% 30% Not Just Gen Z — Millennials & Baby Boomers Spend More Time in Mobile Mobile Affinity Varies by Market & Demographic In the US, Gen Z, Millennials and Gen X/ Baby Boomers spent 16%, 18% and 30% more time YoY, respectively, in their most-used apps. In the UK, this was 18%, 17% and 27%, respectively. In the US and UK, Gen Z had the highest affinity for Snapchat and Twitch, respectively. The intersection of social and gaming showed up heavily for Gen Z with Twitch, Discord and ROBLOX ranking highly for affinity. 8
  • 9. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Downloads Consumer Spend Time Spent Casino 2% Core 20% Casual 78% Casino Core Casual Global Mobile Gaming Breakdown 2020 Source: App Annie Intelligence Note: Downloads and Consumer Spend are across iOS and Google Play combined (iOS only in China); Spend is gross — inclusive of any percent taken by the app stores; Time Spent is on Android phones Uncover detailed market opportunities, build products catered to your subgenre, and analyze granular gamer preferences with Game IQ the industry standard for game classiciation. Core Gamers Chose Mobile Console at Home Core Gamers Generate 66% of Spend, 55% of Time Spent on Mobile Games Casual games dominate downloads with the popularity of easy- to-use names like Among Us, ROBLOX and MyTalking Tom Friends. APAC drives a significant portion of spend and time spent among Core games, yet Console and PC-gone-mobile titles bridge the West into Core mobile gaming. Mobile gaming on track to surpass $120 billion in consumer spend in 2021 — capturing 1.5x of the market compared to all other gaming platforms combined. 9
  • 10. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Simulation>Sandbox Action>Battle Royale Puzzle>Card/Board Arcade>Other Arcade Shooter>First Person Action>MOBA / ARTS Hyper Casual>Puzzle/Trivia RPG>Other RPG Puzzle>Match + Build Puzzle>Other Puzzle 0 50 100 150 200 250 300 75% 35% 70% 300% 90% 30% 160% 130% 40% 45% Source: App Annie Intelligence Note: Android phones, Among top 10 subgenres by year-over-year growth in market share of time spent Casual Core Casino Year-Over-Year Growth in Global Hours Spent Ordered by Year-Over-Year Market Share Growth in 2020 The mobile game market is moving fast. In order take advantage of trends, timely and in-depth estimates and analysis are required. Let Game IQ take you to the next level with detailed game classification. Sandbox, Arcade & Card / Board Casual Games Gained Market Share Mobile Gaming Moves Mainstream Casual > Simulation > Sandbox games took over the most market share globally, up 1.9 percent share points YoY to nearly 7% of the total market split between 1 12subgenres. Casual > Arcade > Other Arcade saw the greatest growth in overall time spent YoY — growing 300% to 4.5 billion hours in 2020. 10
  • 11. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Worldwide 40 45 50 2.0 2.2 2.4 2.6 Indexed Active Users (B) 2.8 3.0 Consumer Spend (B USD) 2019 2020 Source: App Annie Intelligence Note: Consumer Spend is across iOS and Google Play combined; Active Users are across iPhones and Android phones; Indexed to show relative size of markets across aggregate games with gameplay feature.; In this instance, Average Revenue Per User is represented by Average Consumer Spend Per User. Mobile Gaming User Monetization Breakdown by Gameplay Features Layering rich modifiers with Game IQ, like game-play features, in an ARPU analysis highlights critical market differences and high growth segments —giving you direct actinable insights that affect your top line. Events Drove Highest Gaming ARPU in 2020 +20%Year-Over-Year Growth in Total Consumer Spend & Users Events, leaderboards and customization were the top gameplay features for app store monetization in 2020 in western markets. In APAC, however, competitive multiplayer, chat (China and South Korea), daily & logins (Japan), and guilds and clans (China) were some of the top-performing features by Average Revenue Per User (ARPU). 11
  • 12. Downloads - AMER Argentina Brazil Canada Mexico United States 1 Among Us! My Talking Tom Friends Among Us! Among Us! Among Us! 2 Brain Test: Tricky Puzzles PK XD Brain Test: Tricky Puzzles Brain Test: Tricky Puzzles Brain Test: Tricky Puzzles 3 My Talking Tom Friends Among Us! Woodturning My Talking Tom Friends Woodturning 4 5 Craftsman: Building Craft Save The Girl Cube Surfer Brain Test: Tricky Puzzles Tangle Master 3D Cube Surfer Parcheesi STAR Cube Surfer Tangle Master 3D Join Clash 3D S T A T E O F M O B I L E G A M I N G 2 0 2 1 Breakout Games Source: App Annie Intelligence Year-Over-Year Growth in combined iOS & Google Play Downloads (China is iOS only), iOS and Google Play Consumer Spend (China is iOS only) and Android phone Time Spent among Games categories across iOS & Google Play 12
  • 14. S T A T E O F M O B I L E G A M I N G 2 0 2 1 0 110K 220K 330K 440K 550K 2 Weeks Prior 1 Week Prior April 24th - 25th 2 Weeks Prior 1 Week Prior July 6 - 9th 2 Weeks Prior 1 Week Prior Sept 2nd 2 Weeks Prior 1 Week Prior Nov 13th - 15th Fortnite ft. Travis Scott Concert Calm ft. Harry Styles Dunkin' ft. Charli D'Amelio PUBG ft. BlackPink Average Daily Global Downloads During Celebrity Collab Events in 2020 Source: App Annie Intelligence Note: iOS and Google Play, China is iOS only Collaborations can boost your user acquisition if planned carefully, fueled by demographic, cross-app usage and engagement data, and integrated marketing resources diverted to fully support the mobile campaign. Strategic Celebrity- Mobile App Collabs Spur Up to 2.7x Downloads Mobile-Savvy UA to Cut Through the Noise Collaborations span categories, including meditation apps, fast food, games, shopping, music and more. Battle Royale games Fortnite and PUBG MOBILE leveraged 14 their social networking features to host virtual concerts — a shrewd engagement tactic during a year when live concerts were largely on pause. The fusion of live shopping and celebrity collaboration is another marketing tactic poised for growth.
  • 15. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Share of Global Revenue by Ad Format Among Games Across the MoPub Exchange Source: MoPub Note: Through Feb 15, 2021; Excluding native and medium rectangle ad formats Fullscreen Ads Saw 1 .5x Revenue of Rewarded Video & 3.8x Banner on MoPub's Exchange Fullscreen and Rewarded Ads Contributed 80% of Gaming Revenue Banner’s relative increase in revenue share in Q4 was driven by higher prices rather than larger volume but bounced back down during the start of Q1 2021. "Despite the uncertainty of 2020, MoPub saw continued commitment to the full and rewarded video ad unit formats for gaming publishers; together these units represented over 80% of total spend across the exchange. We continue to see full and rewarded video ads as key growth areas." —John Bonanno, Revenue Analyst, MoPub 60% 40% 20% 0 Q12020 Q2 2020 Q3 2020 Q4 2020 Q12021 Banner Full Rewarded Video 15
  • 16. S T A T E O F M O B I L E G A M I N G 2 0 2 1 0 1 6 5 4 3 2 7 8 9 1 0 1 1 Indexed Spend Week Commencing Branding Direct Response Re-Engagement Global Demand-Side Platform (DSP) Trends by Type Across MoPub's Exchange Source: MoPub Brand & Re-Engagement DSP's Saw Recovery During Holiday Season "As the global pandemic happened, MoPub saw direct response DSPs grow their ad spend in comparison to both brand and re-engagement DSPs, which reduced their spend given the uncertain climate. MoPub also observed spend recovery for brand and re-engagement DSPs during the start of Q3 2020 and strong perform- ances around Black Friday and the winter holidays." —John Bonanno, Revenue Analyst, MoPub Direct Response DSPs Grew Their Ad Spend Throughout 2020 16
  • 17. S T A T E O F M O B I L E G A M I N G 2 0 2 1 9 8 7 6 5 4 3 2 1 0 US Game Ad Impressions Per Daily Active User Across ironSource's Mediation Platform Source: ironSource Among rewarded video and interstitial ads Users Engaged with More Game Ads Than Ever Before: Impressions Per DAU Up 51% YoY Dec 2020 Marked Highest Level Through 2020 Sophistication in ad placement strategies contributed to this growth, with ads being increasingly incorporated as part of the core game loop. "Implementing ad monetization as a native part of the in-game experience can not only help drive revenue, but also result in higher retention, with users welcoming the chance to engage with ads to keep playing in the game." — Amir Shaked, GM Network at ironSource 17
  • 18. 0 20% 40% 60% 80% Global Adoption Rate of In-App Bidding by Apps Across ironSource's Mediation Platform Source: ironSource Among rewarded video and interstitial ads In-App Bidding Now the Dominant Form of Managing Ad Monetization — At 70% Adoption by End of 2020 Waterfall Mediation Becomes A Thing of the Past In-app bidding displaced traditional waterfalls as the most common ad monetization management strategy model for game publishers. In-app bidding grew dramatically from 9% market share in December 2019 to nearly 70% a year later. In-app bidding has increased competition and improved optimization often resulting in greater revenue for publishers. "In a rapidly evolving and dynamic mobile app economy, transitioning to in-app bidding as your monetization management strategy can help to ensure you're always getting the most value for your inventory." —Nimrod Zuta, VP Platform at ironSource S T A T E O F M O B I L E G A M I N G 2 0 2 1 18
  • 20. S T A T E O F M O B I L E G A M I N G 2 0 2 1 "We combine different mechanics and we will naturally expand this diversity in our games. And to do this we’re looking at estimates for games across categories, so we’re analyzing mid-core and hardcore games too. When you can build engaging hybrid-genre games it’s also going to make your user acquisition that much more efficient." —Alexander Derkach, CMO at Playrix Playrix's Gardenscapes in the Top 1 % of Games Heavy Focus on Live Ops, Continual Improvement on Visuals, UX & Game Mechanics, Efficient Scaling of UA & Cross-Genre Market Analysis Cultivate Continued Success Nearly 5 Years After Launch Gardenscapes' Mobile Performance Score of 94 ranks among the top 1%of games worldwide with standout performance in monetization and acquisition. 20
  • 21. S T A T E O F M O B I L E G A M I N G 2 0 2 1 iDreamSky Uses Demographic Data to Anticipate Market Shifts in Target Markets Developers need to further classify games by multiple layers to really tap into the main gameplay mechanics that the specific audience of users is seeking. iDreamSky's newest launch com- bines the popular Core Battle Royale genre with animal avatars — fueled by the strategic analysis of demographic segmentation. iDreamSky leveraged App Annie's market estimates to determine that European and American Gen Z users are gradually getting closer to Chinese users in user behavior and are more accustom- ed to using mobile to play core games. "In the future, more and more large-scale IPs will be transferred from PCs to mobile games, which can help propel development in the Asian market, on the one hand, and further evolve the next generation of Western players on the other.” —Jeff Lyndon, Co-Founder & President at iDreamSky iDreamSky' is set to release Battle Royale game Super Animal Royale — a clever play on the traditional human avatars in incumbent Battle Royale games. Players control various small animal superheroes, which taps into another trend we’ve seen remain popular on mobile. 21
  • 22. S T A T E O F M O B I L E G A M I N G 2 0 2 1 "The obvious benefit (of using App Annie's Game IQ) is scalability. We will plan to use Game IQ for further stages of research when we want to filter the data or cluster them with different genres with different mechanics and features." —Luka Strasner, Sr Market Strategist at Outfit7 1 0 Years On, Talking Tom Remains One of the World's Most Successful Mobile Gaming IP's Driven by Expansion into Several Gaming Sub-Genres and Supported by an Entire Entertainment Ecosystem Outfit7 prioritizes their characters and their relationships to users as they strategize new game launches in other sub-genres. They leverage mobile market estimates with their internal data to create a sophisticated UA mbodel that helps fuel a successful paid user acquisition strategy across their portfolio of games. Outfit7 launched My Talking Tom Friends in Feb 2020, garnering widespread success and seeing an industry-leading Acquisition Performance Score a year after launch. 22
  • 23. App Annie’s Performance Score shows market leaders in key markets across Acquisition, Sentiment, Engagement and Monetization and how you can learn from their industry strengths. Download the Ap p Annie Pulse mobile app to unlock your Performance Score. App Annie’s Mobile Performance Score allows users to quickly see the full picture of their game's health The Benchmark to Win in Mobile Gaming: App Annie Pulse Our App Annie Pulse mobile app is the industry’s only answer to benchmark the competition, track market movers and identify insights that are powered by the industry’s best estimates and data science: Benchmark your competition with the App Annie Performance Score, a compound of multiple mobile metrics, powered by data science Compare your score against competitors. App Annie's Mobile Performance Score captures a composite of sentiment, acquis- ition, monetization and engagement metrics Create your own configurable metric to maximize personaliz- ation from up to 9 different metrics S T A T E O F M O B I L E G A M I N G 2 0 2 1 23
  • 24. S T A T E O F M O B I L E G A M I N G 2 0 2 1 Top Apps & Games of 2020 2020 was a record-breaking year for Playrix. According to App Annie, we ranked 2nd by top grossing gaming publishers worldwide and we saw 2-3x YoY growth in our apps for downloads and DAU. App Annie was a strategic partner in this — making our lives easier with valuable data. Maxim Kirilenko Business Development Director Playrix 24
  • 25. S T A T E O F M O B I L E G A M I N G 2 0 2 1 2020 Rankings by Market Monthly Active Users Top Apps & Games of 2020 Worldwide Top Apps Top Games 1 Facebook 1 PUBG MOBILE 2 WhatsApp Messenger 2 Candy Crush Saga 3 Facebook Messenger 3 Ludo King 4 Instagram 4 Among Us! 5 Amazon 5 Free Fire 6 Twitter 6 ROBLOX 7 Netflix 7 Call of Duty: Mobile 8 TikTok 8 Subway Surfers 9 Spotify 9 Minecraft Pocket Edition 10 Snapchat 10 Pokémon GO Source: App Annie Intelligence Combined iPhone and Android Phone Monthly Active Users; Worldwide excluding China; Market-level rankings 25
  • 26. S T A T E O F M O B I L E G A M I N G 2 0 2 1 2020 Rankings by Market Downloads Top Apps and Games of 2020 Worldwide 1 TikT ok Free Fire Google United States Voodoo France 2 Facebook Among Us! Facebook United States AppLovin United States 3 WhatsApp Messenger Subway Surfers ByteDance China Crazy Labs Israel 4 ZOOM Cloud Meetings PUBG MOBILE Microsoft United States Jinke Culture - Outfit7 China 5 Instagram Gardenscapes - New Acres InShot Inc China SayGames Belarus 6 Facebook Messenger Hunter Assassin Alibaba Group China Playgendary Germany 7 Google Meet Brain Out Amazon United States Azur Interactive Games Russia 8 Snapchat My Talking Tom Friends T encent China Miniclip Switzerland 9 Telegram Tiles Hop: EDM Rush ABISHKKING Hong Kong BabyBus China 1 0 Netflix Ludo King Zoom Video Communications United States Playrix Ireland Top Apps Top Games Top App Companies Top Games Companies Source: App Annie Intelligence Combined iOS and Google Play; China is iOS only; Market-level rankings 26
  • 27. S T A T E O F M O B I L E G A M I N G 2 0 2 1 2020 Rankings by Market Consumer Spend Top Apps & Games of 2020 Worldwide 1 Tinder Honour of Kings Google United States T encent China 2 TikT ok Pokémon GO T encent China Playrix Ireland 3 Y ouTube ROBLOX Disney United States NetEase China 4 Disney+ Monster Strike ByteDance China Activision Blizzard United States 5 Tencent Video Coin Master Match Group United States Zynga United States 6 Netflix Game For Peace InterActiveCorp (IAC) United States BANDAI NAMCO Japan 7 Google One PUBG MOBILE LINE Japan Supercell Finland 8 iQIYI Fate/Grand Order Baidu China Netmarble South Korea 9 BIGO LIVE Candy Crush Saga Amazon United States Playtika Israel 1 0 Pandora Music Gardenscapes - New Acres JOYY Inc. China Lilith China Top Apps Top Games Top App Companies Top Games Companies Source: App Annie Intelligence Combined iOS and Google Play; China is iOS only; Market-level rankings 27
  • 28. S T A T E O F M O B I L E G A M I N G 2 0 2 1 We Fuel Successful Mobile Experiences & Monetization Competitive Intelligence Driving Organic Search & Paid User Acquisition Product Development & Roadmap Planning Business Development International Expansion Ad Monetization Optimization A P P A N N I E 28
  • 29. S T A T E O F M O B I L E G A M I N G 2 0 2 1 App Annie is a mobile market estimate service provider. App Annie is not registered in any investment advisory capacity in any jurisdiction globally, and does not offer any legal, financial, investment or business advice. Nothing contained in this communication, or in any App Annie products, services, communications, or other offerings, should be construed as an offer, recommendation, or solicitation to buy or sell any security or investment, or to make any investment decisions. Any reference to past or potential performance is not, and should not, be construed as a recommendation or as a guarantee of any specific outcome. You should always consult your own professional legal, financial, investment and business advisors. Additionally, by providing the information herein, App Annie does not make any represent- ations or warranties and does not undertake any legal or contractual obligations whatsoever. No liability may accrue to App Annie as a result of providing this information to you. Disclaimer View Report Methodology Here 29
  • 30. Request a Demo Today appannie.com