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Mariusz Gąsiewski

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Situation in Mobile Gaming & Non-Gaming

What is the situation in mobile gaming and non-gaming after the first 3 quarters of 2024? I am adding data here, although in general what we can see:▪️ The situation in mobile gaming in-app is improving (slowly, although with some optimistic trends)▪️ As I expected earlier it will have ~5% YoY growth during the whole of 2024 (latest estimates from Newzoo share a similar trend for the next months)▪️ In both platforms, gaming, and non-gaming revenue grows faster than downloads (is that the effect of focusing on high-value users in the whole industry?).▪️ Non-gaming is growing faster than gaming, although I would be very cautious with statements that heard at a few presentations like "non-gaming is eating the gaming". Even if such a process was some time ago, it plays a much less important role now. Additionally, it is just […]

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AVG Rating in App Segments in US

Quality matters, especially in a competitive space like the app and game market. For games and apps, their rating is one of the easiest and fastest ways for users to understand the value and quality of the product. When encountering a problem with a specific app campaign in a country, it is essential to check the app or game's rating in that country.This seems obvious, yet I'm still surprised by how many people involved in user acquisition activities fail to check ratings or discuss with different teams at their company how to improve them.To see the importance of this topic, it's enough to look at data showing the average app and game scores in the US in recent months (games sorted by revenue + apps, iGaming apps sorted by downloads). Here we segments including top 10 apps, top 21-50 games […]

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An Analysis of Google Play Data in the US

Many discussions might lead one to believe that mobile gaming is a well-established industry with minimal shifts. However, a closer look at the data often reveals a different picture.An analysis of Google Play data in the US (using Sensor Tower) shows a recent decrease in the average number of years since release. While still high, this metric demonstrates strong dynamics in the industry..."

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Mobile Ad Spend in US by Industries

Simple, although very powerful data showing changes in the mobile ad spend in US by industries (based on eMarketer). Why it is important?▪️ Growth: It shows how verticals like Retail, CPG are getting strong on Mobile. ▪️ App Monetization: With approximately 80% of mobile ad spending occurring within apps, this shift indicates a change in app monetization strategies, especially towards hybrid models. This is crucial for mobile games, as increased non-gaming ads within them signify a move towards true hybrid monetization with potentially lower cannibalization rates. Since eCPMs for these ads might not be tied to in-app purchase probability, it allows for diversified revenue streams.▪️ Industry-Wide Shift: This trend reflects the adoption of data-driven strategies, user acquisition (UA), and measurement techniques, previously common in mobile gaming, by other sectors like retail. ▪️ This is evident in the job market, where […]

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Online Ads get better, or we get used to them?

Are online ads getting better, or are people getting used to them...? Anyway it is interesting to see that the attitude towards online advertising is not going more negative over time…(very interesting research done over a few years on a substantial number of users in different markets via Consumer Insights Global survey, the last edition done in August 2024)

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Meeting User Expectations for Advertising

Meeting user expectations for advertising across different countries is a significant challenge for marketing and user acquisition teams. To better understand these expectations, this analysis utilizes data from a recent 2023 GWI survey. The data provides a detailed look at 12 countries, with further segmentation by internet users, smartphone gamers, and those with high incomes.Overall, the data reveals some key trends:▪️ While entertaining ads are particularly sought after in India and Western markets, the need for informative advertising remains strong across all countries, especially in India, the US, and Brazil. ▪️  Interestingly, ads that offer educational value are highly appealing to Indian users, a finding that supports other research on this audience. ▪️  Another notable trend is the positive reception of social themes and diversity in advertising within India and China. This is likely because these countries possess significant internal diversity, […]

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If it’s growing well, why are my eCPMs declining?

In the past, I frequently wrote and presented about the opportunities in ad and hybrid monetization. This led to questions like, "If it's growing so well, why are my eCPMs declining?". Such questions are challenging to answer, but it's important to understand one key point. Ad monetization has wider adoption and lower concentration than in-app revenue. This means the barrier to entry is lower, and the potential for competition in the long tail (when we simply add ads without innovation or a strong data-driven approach) is even higher than with in-app purchases.Here's data comparing Data.ai (in-app revenue) and Apptica (ad distribution) among top 1000 games and apps on iOS and Games. While comparing different datasets isn't straightforward, and tools have limitations, the difference is quite apparent. Data inludes worldwide data for 9.2023-8.2024 (last 12 months).Once again, ad and hybrid monetization […]

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Bain & Company’s very interesting report

Bain & Company published a very interesting report about gaming (not only mobile). I believe it adds value to go over the report.Main insights from the report🔹 𝐌𝐚𝐫𝐤𝐞𝐭 𝐯𝐚𝐥𝐮𝐞: According to Bain & Company report, the global market for video game revenue reached $196 billion USD in 2023, more than the combined revenue from streaming video ($114 billion USD), streaming music ($38 billion USD), and global box-office receipts ($34 billion USD)🔹 𝐆𝐫𝐨𝐰𝐭𝐡 𝐢𝐧 𝐭𝐡𝐞 𝐠𝐚𝐦𝐢𝐧𝐠 𝐢𝐧𝐝𝐮𝐬𝐭𝐫𝐲: The report forecasts the gaming market to grow at approximately 6% annually through 2028  reaching $257 billion by 2028. 🔹 𝐘𝐨𝐮𝐧𝐠 𝐠𝐚𝐦𝐞𝐫𝐬 𝐝𝐫𝐢𝐯𝐞 𝐭𝐡𝐞 𝐠𝐫𝐨𝐰𝐭𝐡: 52% of people surveyed play video games regularly. But the clearest source of future growth comes from the youngest players (2 to 18 years old), 80% of whom identified as gamers in the survey. Younger consumers spend a greater […]

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Quality of Internet in Different Countries

As internet quality improves, concerns about the size of mobile games or apps are becoming less of an issue. However, it's still wise to consider app size during development, particularly when targeting markets with relatively slow mobile and fixed broadband speeds.Fixed broadband and mobile internet speeds vary significantly across countries. In my opinion, it's useful to analyze this data in conjunction with a country's urbanization level. It seems that the lower a country's urbanization, the higher the likelihood that actual internet speeds will deviate from the average (especially in large countries). Here I looked at the data provided by The Speedtest Global Index by Ookla (speedtest.net/global-index).Generally, these countries can be divided into a few groups, including:- countries with very fast mobile and fixed broadband connections and very high urbanization, e.g., UAE, Qatar, South Korea, Singapore, Saudi Arabia, Norway, Netherlands (most of […]

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What’s up with paid growth in the mobile gaming market?

What's happening with paid growth in the mobile gaming market? It's a question I get asked frequently, and of course, there are many ways to approach it. I decided to examine it from a data perspective (based on data ai data). I analyzed data comparing the share of paid downloads within the total download pool for various mobile gaming segments (top 10 games worldwide by revenue, top 11-50, etc.) across different years. Naturally, such an analysis has limitations. For instance, it is very hard for any tool to distinguish all paid downloads, and this analysis considered worldwide data (perhaps focusing on a single country, like the US, would be more insightful).Nevertheless, even from this data, we can observe the following:🔹 On Android, paid downloads saw strong growth from 2019 to 2021, with a significant dip in 2022, followed by a […]

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Ads in Advertising Based on the Data

From time to time, I write about ad monetization and hybrid monetization, which in my opinion (despite challenges with eCPMs) remain viable strategies. As many people wonder if it makes sense to add ads to mobile games or apps, and in which countries to focus on this, I decided to compile knowledge on the topic from a few different sources: - In general, users from Emerging Markets are more likely to accept ads in exchange fo free content than users from Western markets.- Ads are an important part of gaming revenue in many markets.- There is not a huge difference between All respondents versus Gen Z.- The top 3 motivations for Rewarded ads are: To gain more lives/energy, To gain more in-game currency, To progress quickly in the game.- Users in core games are more likely to watch longer ads […]

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Mobile Gaming and Apps in Central Asia

Central Asia is a region with strong potential for growth, particularly within the mobile sector. This includes mobile gaming, non-gaming apps, and the overall mobile industry. I saw it being a speaker at the most important events in the region (Central Asia Game Show, Digital Bridge 2023, and some initiatives at Astana Hub). Since a lot of data points about mobile technology, gaming, and apps are scattered across various sources, I promised to create some analysis/reports about that region (especially Kazakhstan, Kyrgyzstan, and Uzbekistan). It starts with more general data and then it gets more and more detailed.- general data about Central Asia and mobile there- detailed data about mobile gaming in the most important markets of Central Asia- detailed information about apps in the most important markets of Central Asia

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