Reports Games

Battle Royale The Monetisation Sweet Spot

Report by Karol Severin
Cover image for Battle Royale
Synopsis PDF PowerPoint Excel

Get full access to this report and assets

Already a MIDiA client? Login here to view this report.

New to MIDiA? Get in touch with our client success specialists to purchase this report and gain a competitive edge today.

The 20,000 Foot View:  Niche is the new mainstream. Battle Royale players are one of these niches – far from mainstream in terms of consumer penetration, but impactful and valuable. Across music, video, news, magazines and games, they engage and spend more than average gamers. Simultaneously, they are demographically, and in parts attitudinally, illustrative of what the next-generation mainstream may look like in terms of entertainment. Brands, video, music and games companies are well positioned to flourish in symbiotic partnerships to serve Battle Royale audiences, drive value, and build loyalty and positive sentiment – crucial assets in the post-peak attention economy.

Key Insights

  • In            2019            Royale games (including Fortnite) were            niche proposition, trailing behind popular            such as Call of Duty,            or Grand Theft Auto (GTA)            penetration
  • More than            Battle Royale players are less                       years old, representing younger more            gamers and offering a peek            the future
  • In            2019,            average            of Battle Royale players            more than six hours gaming            week, compared to            of average            and            of all consumers
  • The interactive            of gaming makes it harder            multi-task with other entertainment formats
  • Battle Royale            over-index in monthly spending across            video, news and games compared            average gamers
  • Battle Royale            spend their time gaming but            on non-gaming formats, representing an            to bring offers directly into            sessions
  • Battle Royale            environments are suitable destinations for            digital events across entertainment
Companies and brands mentioned in this report: Apple Arcade, Apex Legends, Call of Duty, Facebook, Facebook Messenger, FIFA, Fortnite, Google Stadia, Instagram, Marshmello, Overwatch, Player Unknown Battle Ground, Snapchat, Star Wars, The Economist, The Rise of Skywalker, Twitter, Whatsapp