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Mariusz Gąsiewski

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How non-gaming apps are growing?

How non-gaming apps are growing? I love analyzing data from multiple perspectives to gain a clearer understanding of its implications. I examined trends in the non-gaming apps industry (using Sensor Tower data) to understand growth patterns in different markets. To gain a broader perspective, I analyzed data not only from the first 10 months of 2024 (January-October), comparing it to the same period in 2023, but also compared it with the growth of those countries between 2022 and 2023. This provides a comprehensive view of the 'journey' of these countries in the the apps landscapeIt is quite visible that: ▶️ non-gaming apps categories have good growth in 2023 and 2024 ▶️ once we talked about last months iOS is leading in growth (both in case of bigger and smaller categories) ▶️ in many categories revenue in non-gaming categories grow faster than […]

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Appeal of Engagement Types outside of Gameplay

Online and offline entertainment are increasingly merging. This is evident in data from Newzoo's Global Gamer Consumer Study, which examined gamers across various countries and their "Appeal of Engagement Types Outside of Gameplay." It's fascinating to see how gaming is becoming more integrated into the broader entertainment landscape.This convergence presents numerous opportunities for new business models in both gaming and entertainment. Companies that successfully capitalize on this trend are likely to experience significant growth (adding additional growth to the gaming industry as well). Those who can find innovative ways to blend online and offline experiences will be well-positioned for success in this evolving market.

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How important is IP in gaming in 2024?

How important is IP in gaming in 2024? On one hand, it's clear that we're seeing a greater merging of gaming with broader entertainment trends. A recent survey by Newzoo revealed that a significant percentage of gamers are drawn to engagement types that extend beyond gameplay ("A𝘱𝘱𝘦𝘢𝘭 𝘰𝘧 𝘦𝘯𝘨𝘢𝘨𝘦𝘮𝘦𝘯𝘵 𝘵𝘺𝘱𝘦𝘴 𝘰𝘶𝘵𝘴𝘪𝘥𝘦 𝘰𝘧 𝘨𝘢𝘮𝘦𝘱𝘭𝘢𝘺"). These include: 🔹 "Movies or TV based on game" (56% in US, 55% in UK, 73% in Brasil, 75% in India, 81% in Indonesia) 🔹 "Toys or collectibles of a game" (45% in US, 39% in UK, 60% in Brasil, 68% in Indonesia) 🔹 "Fast food or drinks that give rewards in the game" (49% in US, 42% in UK, 61% in Brasil, 66% in India, 69% in Indonesia) 🔹 "In-game rewards by subscribing to other services" (51% in US, 45% in UK, 76% in Brasil, 69% […]

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Is mobile gaming data more and more concentrated?

Is mobile gaming data more and more concentrated? It seems so and I was touching a few times already.Especially on revenue side it accelerated in the last months based on Sensor Tower data (here is the revenue data divided into segments: top 10 games by revenue, top 21-50 games by revenue etc.. comparing last months with previous period). Data shows that "head" and "tail" of games increased or kept its position there.Any comments or observations?

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Mobile Gaming: Growth of Countries

Quo vadis mobile gaming?  love analyzing data from multiple perspectives to gain a clearer understanding of its implications.I examined trends in the mobile gaming industry (using Sensor Tower data) to understand growth patterns in different markets. To gain a broader perspective, I analyzed data not only from the first three quarters of 2024 (Q1-Q3), comparing it to the same period in 2023, but also compared it with the growth of those countries between 2022 and 2023. This provides a comprehensive view of the 'journey' of these countries in the mobile gaming landscape.It is quite visible that: ▶️ iOS is very strong in last quarters (both in case of T1 and T2/T3 markets) ▶️ US, although big, is gaining on importance in the last months (how long yet?) ▶️ majority of Asian markets perform much better in last months than before […]

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Consumer Sentiment in Different Countries

How and where will consumer spending rise in mobile gaming, apps, and subscriptions? This question is complex, and I frequently write about the various data surrounding this topic. We usually approach this from a content perspective (who will create the next gaming or app hit etc.).However, it's equally crucial to examine this from the consumer's viewpoint. How do consumers in different countries perceive their current situation? What are their expectations for economic growth in their countries and their personal financial growth? I often analyze these topics. Below are the results of extensive research conducted on a significant number of consumers across various countries (GWI, Q2 2024).This research reveals consumer sentiment in different countries (based on the question: "In the next 6 months, how do you think the following will change?") regarding their country's economy and their personal finances. The results […]

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Situation in Mobile Gaming & Non-Gaming

What is the situation in mobile gaming and non-gaming after the first 3 quarters of 2024? I am adding data here, although in general what we can see:▪️ The situation in mobile gaming in-app is improving (slowly, although with some optimistic trends)▪️ As I expected earlier it will have ~5% YoY growth during the whole of 2024 (latest estimates from Newzoo share a similar trend for the next months)▪️ In both platforms, gaming, and non-gaming revenue grows faster than downloads (is that the effect of focusing on high-value users in the whole industry?).▪️ Non-gaming is growing faster than gaming, although I would be very cautious with statements that heard at a few presentations like "non-gaming is eating the gaming". Even if such a process was some time ago, it plays a much less important role now. Additionally, it is just […]

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AVG Rating in App Segments in US

Quality matters, especially in a competitive space like the app and game market. For games and apps, their rating is one of the easiest and fastest ways for users to understand the value and quality of the product. When encountering a problem with a specific app campaign in a country, it is essential to check the app or game's rating in that country.This seems obvious, yet I'm still surprised by how many people involved in user acquisition activities fail to check ratings or discuss with different teams at their company how to improve them.To see the importance of this topic, it's enough to look at data showing the average app and game scores in the US in recent months (games sorted by revenue + apps, iGaming apps sorted by downloads). Here we segments including top 10 apps, top 21-50 games […]

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An Analysis of Google Play Data in the US

Many discussions might lead one to believe that mobile gaming is a well-established industry with minimal shifts. However, a closer look at the data often reveals a different picture.An analysis of Google Play data in the US (using Sensor Tower) shows a recent decrease in the average number of years since release. While still high, this metric demonstrates strong dynamics in the industry..."

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Mobile Ad Spend in US by Industries

Simple, although very powerful data showing changes in the mobile ad spend in US by industries (based on eMarketer). Why it is important?▪️ Growth: It shows how verticals like Retail, CPG are getting strong on Mobile. ▪️ App Monetization: With approximately 80% of mobile ad spending occurring within apps, this shift indicates a change in app monetization strategies, especially towards hybrid models. This is crucial for mobile games, as increased non-gaming ads within them signify a move towards true hybrid monetization with potentially lower cannibalization rates. Since eCPMs for these ads might not be tied to in-app purchase probability, it allows for diversified revenue streams.▪️ Industry-Wide Shift: This trend reflects the adoption of data-driven strategies, user acquisition (UA), and measurement techniques, previously common in mobile gaming, by other sectors like retail. ▪️ This is evident in the job market, where […]

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Online Ads get better, or we get used to them?

Are online ads getting better, or are people getting used to them...? Anyway it is interesting to see that the attitude towards online advertising is not going more negative over time…(very interesting research done over a few years on a substantial number of users in different markets via Consumer Insights Global survey, the last edition done in August 2024)

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Meeting User Expectations for Advertising

Meeting user expectations for advertising across different countries is a significant challenge for marketing and user acquisition teams. To better understand these expectations, this analysis utilizes data from a recent 2023 GWI survey. The data provides a detailed look at 12 countries, with further segmentation by internet users, smartphone gamers, and those with high incomes.Overall, the data reveals some key trends:▪️ While entertaining ads are particularly sought after in India and Western markets, the need for informative advertising remains strong across all countries, especially in India, the US, and Brazil. ▪️  Interestingly, ads that offer educational value are highly appealing to Indian users, a finding that supports other research on this audience. ▪️  Another notable trend is the positive reception of social themes and diversity in advertising within India and China. This is likely because these countries possess significant internal diversity, […]

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