As of 2020, Mobile gaming is a $68.5 billion global industry
The Mobile Gaming Phenomenon
Today, mobile games account for 33% of all app downloads, 74% of app store/play store consumer spending, and 10% of all time spent in-app. In 2019, up to 2.4 billion people play mobile games around the world — that’s almost one-third of the global population.
In fact, up to 50% of mobile app users habitually play mobile games. Therefore, making this app category as popular as music apps like Spotify and Apple Music. It is second only to social media and communications apps in terms of time spent.
In the U.S., time spent on mobile devices has also officially outpaced that of television. It is not that big of a surprise considering the current day and age. Research shows that the average user spends up to 3 hours and 15 minutes on their phones.
Following the rise of mobile games, they are now the new prime time. Mobile games have grabbed the lion’s share of user’s attention.
Accessibility is the highest it’s ever been as the barriers to entry for mobile games are virtually non-existent. From casual games to the recent rise of the wildly popular hyper-casual genre of games that are quick to download, easy to play, and lend themselves to being played in short sessions throughout the day. Games can range from simple arcade games to competitive games, mostly known as MOBA (Multiplayer Online Battle Arena).
Mobile Gaming Demographic as of 2020
Mobile games are played by almost every demographic stratum of society. Currently, the average age of mobile gamers is actually 36.3 (As opposed to 27.7 in 2014). The gender split is 51% female, 49% male, the consensus of females not liking games is debunked by this statistic. Up to one-third of all gamers are between the ages of 36-50 — a far cry from the traditional stereotype of a “gamer.”
With these demographic, geographic, and consumption changes in the mobile ecosystem and entertainment landscape, it’s no surprise that the game space is getting increased attention and investment, not just from within the industry, but more recently from traditional financial markets and even governments. Let’s look at how the markets have responded to the rise of gaming.