Latest news with #Appfigures


The Star
14-05-2025
- Entertainment
- The Star
Mobile games turn into boom-or-bust industry as spending rises
The most profitable and downloaded games for the year were almost all long-lived mobile titles – less than US$4bil (RM17.26bil) of the total US$65.7bil (RM283.46bil) spending came from games actually released in 2024. — Unsplash Mobile gamers ramped up their spending by 4% last year even as the number of downloads and new releases fell, highlighting the narrowing of the industry to a handful of huge titles that dominate users' time. New hits took less time than ever to reach their first US$1mil (RM4.31mil) in revenue – 106 days – but competition from evergreen titles meant there were fewer of those standouts than before, according to Appfigures data. Only 399 new games achieved that threshold, and there were 43% fewer games released overall in 2024, the researchers said. The games industry is struggling to develop a sustainable economic model, with many publishers and studios in recent times cancelling projects and cutting staff after the pandemic-driven boom in entertainment faded. The surging cost to develop and promote new titles has dampened investment and pushed console makers Nintendo Co and Microsoft Corp to announce the first US$80 (RM345) retail games. On mobile, Tencent Holdings Ltd earned roughly four times as much as the second biggest publisher in 2024, Monopoly Go! creator Scopely Inc, with longtime favorites Honor Of Kings and Peacekeeper Elite in the top four highest global earners. The most profitable and downloaded games for the year were almost all long-lived mobile titles – less than US$4bil (RM17.26bil) of the total US$65.7bil (RM283.46bil) spending came from games actually released in 2024. Among those, eight came from Chinese developers, including Mihoyo Co's Zenless Zone Zero , and two from Japan. Appfigures researchers said developers seeking a slice of the industry are fighting to retain existing players and recruit new ones. One strategy is to use cross-promotional work and other forms of entertainment. "Collaborations between mobile games and major IP from TV and movies to comics and fashion are nothing new. But in online multiplayer and live service games they shine, boosting both player acquisition and spending,' according to the Appfigures report. "Monetisation through branded events has grown more sophisticated over time and is now a core strategy in top titles.' American gamers were once again among the world's most valuable, as they spent an average of US$6.43 (RM27.74) per download, across iPhone and Android devices, more than four times the global average of US$1.52 (RM6.56) per download. Both figures increased by 11%, underscoring the underlying trend of increased spending. – Bloomberg
Business Times
14-05-2025
- Entertainment
- Business Times
Mobile games turn into boom-or-bust industry as spending rises
[HONG KONG] Mobile gamers ramped up their spending by 4 per cent last year even as the number of downloads and new releases fell, highlighting the narrowing of the industry to a handful of huge titles that dominate users' time. New hits took less time than ever to reach their first US$1 million in revenue – 106 days – but competition from evergreen titles meant there were fewer of those standouts than before, according to Appfigures data. Only 399 new games achieved that threshold, and there were 43 per cent fewer games released overall in 2024, the researchers said. The games industry is struggling to develop a sustainable economic model, with many publishers and studios in recent times cancelling projects and cutting staff after the pandemic-driven boom in entertainment faded. The surging cost to develop and promote new titles has dampened investment and pushed console makers Nintendo and Microsoft to announce the first US$80 retail games. On mobile, Tencent Holdings earned roughly four times as much as the second-biggest publisher in 2024, Monopoly Go! creator Scopely, with longtime favourites Honor of Kings and Peacekeeper Elite in the top four highest global earners. The most profitable and downloaded games for the year were almost all long-lived mobile titles – less than US$4 billion of the total US$65.7 billion spending came from games actually released in 2024. Among those, eight came from Chinese developers, including Mihoyo's Zenless Zone Zero, and two from Japan. Appfigures researchers said developers seeking a slice of the industry are fighting to retain existing players and recruit new ones. One strategy is to use cross-promotional work and other forms of entertainment. 'Collaborations between mobile games and major IP from TV and movies to comics and fashion are nothing new. But in online multiplayer and live service games they shine, boosting both player acquisition and spending,' according to the Appfigures report. 'Monetisation through branded events has grown more sophisticated over time and is now a core strategy in top titles.' American gamers were once again among the world's most valuable, as they spent an average of US$6.43 per download, across iPhone and Android devices, more than four times the global average of US$1.52 per download. Both figures increased by 11 per cent, underscoring the underlying trend of increased spending. BLOOMBERG


Mint
13-05-2025
- Business
- Mint
Mobile Games Turn Into Boom-or-Bust Industry as Spending Rises
(Bloomberg) -- Mobile gamers ramped up their spending by 4% last year even as the number of downloads and new releases fell, highlighting the narrowing of the industry to a handful of huge titles that dominate users' time. New hits took less time than ever to reach their first $1 million in revenue — 106 days — but competition from evergreen titles meant there were fewer of those standouts than before, according to Appfigures data. Only 399 new games achieved that threshold, and there were 43% fewer games released overall in 2024, the researchers said. The games industry is struggling to develop a sustainable economic model, with many publishers and studios in recent times canceling projects and cutting staff after the pandemic-driven boom in entertainment faded. The surging cost to develop and promote new titles has dampened investment and pushed console makers Nintendo Co. and Microsoft Corp. to announce the first $80 retail games. On mobile, Tencent Holdings Ltd. earned roughly four times as much as the second biggest publisher in 2024, Monopoly Go! creator Scopely Inc., with longtime favorites Honor of Kings and Peacekeeper Elite in the top four highest global earners. The most profitable and downloaded games for the year were almost all long-lived mobile titles — less than $4 billion of the total $65.7 billion spending came from games actually released in 2024. Among those, eight came from Chinese developers, including Mihoyo Co.'s Zenless Zone Zero, and two from Japan. Appfigures researchers said developers seeking a slice of the industry are fighting to retain existing players and recruit new ones. One strategy is to use cross-promotional work and other forms of entertainment. 'Collaborations between mobile games and major IP from TV and movies to comics and fashion are nothing new. But in online multiplayer and live service games they shine, boosting both player acquisition and spending,' according to the Appfigures report. 'Monetization through branded events has grown more sophisticated over time and is now a core strategy in top titles.' American gamers were once again among the world's most valuable, as they spent an average of $6.43 per download, across iPhone and Android devices, more than four times the global average of $1.52 per download. Both figures increased by 11%, underscoring the underlying trend of increased spending. More stories like this are available on


Bloomberg
13-05-2025
- Business
- Bloomberg
Mobile Games Turn Into Boom-or-Bust Industry as Spending Rises
Mobile gamers ramped up their spending by 4% last year even as the number of downloads and new releases fell, highlighting the narrowing of the industry to a handful of huge titles that dominate users' time. New hits took less time than ever to reach their first $1 million in revenue — 106 days — but competition from evergreen titles meant there were fewer of those standouts than before, according to Appfigures data. Only 399 new games achieved that threshold, and there were 43% fewer games released overall in 2024, the researchers said.


TechCrunch
08-05-2025
- Business
- TechCrunch
Appfigures: Apple made over $10B from US App Store comissions last year
Over $10 billion — that's how much revenue Apple's U.S. App Store raked in last year, according to a new analysis by app intelligence provider Appfigures. The firm's estimates indicate that U.S. App Store revenue from commissions more than doubled between 2020 and 2024. In 2020, Apple's share of App Store commissions was approximately $4.76 billion, growing to over $10.1 billion by 2024. Based on Appfigures' data, U.S. App Store developers generated $33.68 billion in gross revenue from their apps and games using Apple's payments system in 2024, and took home $23.57 billion after Apple's cut. Image Credits:Appfigures Though Apple doesn't typically break out its App Store revenue during earnings, it did publish a report in May 2023 where it said the App Store globally generated $104 billion in estimated billings for digital goods and services in 2022. However, Appfigures' analysis found the App Store made $61.5 billion globally in 2022, which grew to $91.3 billion in 2024. From this, Apple made more than $27.39 billion in commissions globally last year, Appfigures also said. That leads to a discrepancy between Appfigures' analysis and Apple's own. This can be explained by an important caveat found in Apple's report. Under Apple's chart, it states that its 'billings and sales' figures are 'not the same as App Store billings.' That's important here. Techcrunch event Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you've built — without the big spend. Available through May 9 or while tables last. Exhibit at TechCrunch Sessions: AI Secure your spot at TC Sessions: AI and show 1,200+ decision-makers what you've built — without the big spend. Available through May 9 or while tables last. Berkeley, CA | BOOK NOW When Apple wrote its report, the company was trying to show how big the App Store is and how key it is to the overall economy, so it merged App Store revenue with revenue generated outside the App Store to generate its total for the 'Billings and Sales' category. In the report, Apple calculated the portion of an app's total revenue that is facilitated by the App Store, even if the purchase was made elsewhere. For instance, if a user buys a subscription to Hulu on the web, but then spends 60% of their time streaming Hulu on Apple devices, Apple credits itself with facilitating 60% of that user's spend. (To determine usage, the report relied on third-party sources, like market research firms, to estimate how much usage occurred on smartphones versus tablets, desktops, or TVs.) Apple also allows enterprises to distribute apps with in-app purchases, but these aren't visible in the App Store. 'Grave Irreparable Harm?' Examining the numbers around U.S. Apple App Store revenue is more relevant than ever in the wake of the recent court ruling that now prevents Apple from charging a 27% commission on transactions that take place outside the App Store. Apple initially attempted to comply with the court's injunction resulting from its antitrust battle with Fortnite maker Epic Games by making changes that wouldn't harm App Store profits. To do so, Apple last year gave developers a way to apply for an exception to its App Store rules so they could add web links inside their apps that directed customers to external purchases. However, Apple continued to charge a 27% commission on those purchases and dictated how the website links should appear. (This even included the use of 'scare screens' to warn consumers of the dangers of making purchases outside the App Store.) Last week, a judge ruled that Apple was in 'willful violation' of the 2021 injunction by continuing to collect fees on purchases made outside apps and by creating new anticompetitive barriers. This decision forced Apple to update its U.S. App Store rules, which now allow developers to link out to other ways for consumers to make purchases, without obstacles or commissions. Since then, several apps have taken advantage of the ability to introduce web payments, including Spotify, Amazon Kindle, and Patreon. One small game emulator called Delta is now supporting itself via Patreon memberships, too. Apple is appealing the decision, arguing in its most recent filing that the ruling causes Apple 'grave irreparable harm.' 'These restrictions, which will cost Apple substantial sums annually, are based on conduct that has never been adjudicated to be (and is not) unlawful,' Apple's filing stated. 'Rather, they were imposed to punish Apple for purported non-compliance with an earlier state-law injunction that is itself invalid.' This argument won't likely go over well with developers, as many believe Apple should have lowered commissions for everyone years ago, not just for small business developers. Appfigures' analysis also broke down U.S. App Store revenue by apps and games, which generated Apple approximately $6.28 billion and $3.83 billion, respectively, in 2024. Together, these figures highlight how critical App Store revenue remains to Apple's bottom line, and why it's fighting so hard to retain control.