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

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20,000 Foot View:
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 Findings:
-
of consumers play Candy Crush Saga weekly
of consumers play Clash Of Clans Weekly
of Candy Crush weekly players are female, while of Clash of Clans players are male
- The majority of Candy Crush players are years or older, while the majority of Clash of Clans players are below years old of Candy Crush players are 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