There are also only so many sports league that could generate enough traction in the market. “Realistic” IP-based games are usually characterised by a higher production-value ( to better reinforce the enthusiasm around the IP). Stated differently, both Sports and Racing games monetize in large part off the appeal of those brands/leagues outside of mobile.The success of those games depends in large part on the appeal of the IP on which they are built - and on the game’s ability to deliver to those fans a fun way to engage further with their favorite sport league ( or car manufacturers). Core to the business strategy behind those titles is the desire to leverage the excitement and enthusiasm around an IP (or IPs - in the case of cars) that exist outside the game. There is a structural reason for that - and that’s why that trend is expected to continue in 2020.įor both genres games in the “realistic” sub-category drives the most revenue.
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Trend suggests that IP/license/Franchises are highly successful in gaining traction and marketshare for companies looking to crack into this categoryīoth the Sports and Racing genres are relatively stable categories that have not seen the entry of any significant new player in 2019 ( with the notable exception of Mario Kart).
We would like to highlight 2 key observations as we dive deeper into this analysis:īoth categories (Sports & Racing) are dominated by only a handful of players owning the marketshare and driving the lion’s share of revenue and growth. This makes the realistic sub-genres relatively stable categories that don’t see much year over year change. Which makes it a riskier bet for potential newcomers - and in turn that helps solidify the position of the current sub-genre leaders. In turn that means developing a new title to break into this category is harder: you need an IP and longer development times to produce a game that can hope to become a contender. In large part because the realistic sub-genres are driven by a handful of higher-production-value, IP-based titles. Two other clashes, Fishing clash and Tennis Clash, also contributed to the growth in a meaningful way.įor both Sports and Racing, the realistic sub-genres generate the most revenue. This uplift is due to Golf Clash, which accounts for more then half of the sub-genres revenue.
While Realistic Sports only registered a +4% revenue growth YoY, Arcade Sports registered a double digit revenue growth of +34%. On the Sports side we see a double digit growth of +15% YoY. Mario Kart lifted the whole Arcade Racing sub-genre to a massive +520% YoY growth, while Realistic Racing saw it’s fortunes dwindle (-10% YoY) compared to last year.