Reports Games

Candy Crush, Clash Of Clans And The Future Of Mobile Games From Silos To Ecosystems

Report by Karol Severin
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Though mobile games differ largely by genre, demographics and business models, most share the status of social connector and cultural identifier. Much like music companies, mobile gaming companies often struggle with conversion to payment as well as a regular production of hits to retain momentum in the long term. At the same time, growing mobile behemoths like Tencent and Facebook are looking to integrate popular mobile experiences into their all-encompassing mobile ecosystems. This makes games companies acquisition targets for these growing platforms and could disrupt the current dynamics of the app economy.

Key XXX of consumers play Candy Crush Saga XXX of consumers play Clash Of Clans XXX of Candy Crush weekly players are female, while XXX of Clash of Clans players are male

  • The majority XXX of Candy Crush players are XXX years or older, while the majority XXX of Clash of Clans players are below XXX years XXX of Candy Crush players are XXX years old or more
  • Clash of Clans has a higher concentration of high app spenders than Candy Crush
  • Messaging platforms will emerge as an additional distribution platform for games, and in some instances messenger platforms will even by games publishers
  • Companies Mentioned: Activision Blizzard, Apple, Amazon Prime, Candy Crush, Clash Of Clans, Clash Royale, Facebook, Glu Mobile, Google King, QQ, SoundCloud, Spotify, Supercell, Tencent, WeChat, YouTube, Zynga

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