In the rapidly evolving world of mobile gaming, the hybrid casual genre has emerged as a significant player, attracting millions of users worldwide. ๐ฎ To better understand this burgeoning market, we’ve estimated its size and identified the main contributors shaping its success. Our analysis delves into the revenue streams, market dynamics, and key players who are driving the growth of hybrid casual games. ๐
Note: This analysis is based on a series of informed assumptions, and while we’ve aimed for accuracy, there is a potential variance of 10-20% in our estimates. ๐ These figures should be viewed as approximations, reflecting the dynamic and fast-paced nature of the gaming industry. ๐. This data is based on the top 100 games we tracked
We are taking an assumption that the IAP to ads ratio is between 25:75 on average.
2021 ๐ IAP Revenue: $100M USD ๐ฐ Overall Revenue: Estimated at $550M USD, including a 20% margin for miscellaneous factors. ๐งฉ Key Players: Habby dominated with 40%+ market share through games like Archero. ๐ฏ
2022 ๐ IAP Revenue: $370M USD, with Habby leading withSurvivor.io, Archero, and PunBall, totaling over $210M USD. ๐ Overall Revenue: Approximately $1.65B USD, factoring in an additional 10% for untracked games. ๐
2023 ๐ IAP Revenue: $570M USD, with Habby contributing $260M USD. New entrants included Voodoo with Mob Control, SayGames with Squad Alpha, BoomBit with Hunt Royale, and Madbox with Pocket Champs. ๐ and many more Overall Revenue: Estimated between $2B and $2.4B USD, accounting for new entries and market expansion. ๐น๏ธ
2024 H1 (Projected) ๐ IAP Revenue: $365M USD so far, projecting $720M USD for the year. ๐ Overall Revenue: Could reach $3B USD by year-end, indicating robust market growth. ๐
If you want to know the exact list of games we have used to make this analysis You can repost and comment “games list” will dm you by end of this week