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1、MOBILE GAMINGAPPS REPORT2018 User Acquisition Trends and BenchmarksMOBILE GAMINGAPPS REPORT2018 User Acquisition Trends and BenchmarksIntroduction3Average Costs & Conversion Rates5Gaming App Engagement by Platform9Gaming App Engagement by Gender13Gaming App Engagement by Region16Monthly Trends21Enga

2、gement by Gaming Subcategory27Gaming Ad Spend by Ad Format31Spotlight on Rewarded Video34Conclusion40Mobile Gaming Apps Report: User Acquisition Trends and Benchmarks 20182PLAY NOWIntroductionIts official. As of July 2018, more money has been spent on Gamingin all its forms and formatsthan any other

3、 kind of entertainment on the planet. Its a massive industry worth almost 3 times as much as the movie industry. One growth engine is mobile, and its contribution to the total is nearly as epic as the hit titlesand game franchises it has produced.live in the app storestoday.Other app categories are

4、on the move, but mobile gaming apps continue to lead the pack. In fact, global games research firm Newzoo forecasts that games will account for a whopping 72% of total global app revenues, or $58.1 billion, by2020.Clearly, an avalanche of apps indicates a healthy and robust App Economy where compani

5、es with the right app and the right approach can lay the groundwork for a solid and sustainable app business. However, a maturing market is also a crowded and competitive space where the ability to collect data and analytics on its own is no longer a source ofcompetitive advantage.On the demand side

6、, insane growth is fueled by 3.39 billion mobile users worldwide and an explosion in the number of micro-leisure moments minutes of downtime when users can (and increasingly do) reach to mobilegames to add interest and excitement totheir daily routine.On the supply side, app market data provider App

7、 Annie counts nearly 900,000 games live across theapp stores globally (approximately 350,000 on the Apple App Store and approximately 550,000 on Google Play). Do the math and mobile gaming appsrepresent about 15% of the total appsApp marketers in this hotly contested market require insights around t

8、he activities, opportunities and events that will allow them to get the mostmileage out of their chosen monetizationstrategies. Marketers that embrace the F2P model need data to turn players intoMobile Gaming Apps Report: User Acquisition Trends and Benchmarks 20183Games will account for a whopping

9、72% of total global app revenues, or $58.1 billion, by 2020.Specifically, the report tracks costs and engagement metrics across the entire Gaming funnel: Install, Register, In-App Purchase. It also breaks down data by platform (iOS and Android), user demographics (gender) and region(APAC, EMEA, LATA

10、M and NorthAmerica).purchasers; marketers that monetize their games through advertisingneed data to match campaigns with audiences. In both cases this report equips app marketers with what they need to make data-informed decisions, ensuring they acquire and engage audiences that are both high-value

11、andhighly profitable.This new edition of the report also compares data across a variety of gaming categories (Casino, Casual and Strategy) and uniquely offers actionable insights on how app marketers can harness rewarded video as an effectivemonetization tool.The 2018 Mobile Gaming Apps Report draws

12、 from Liftoff internal data from June 1, 2017, through May 31, 2018 spanning nearly 47 billionimpressions (46,776,245,374 to be exact) across over 658 million (658,586,911) clicksand over 15 million (15,358,421)installs.Mobile Gaming Apps Report: User Acquisition Trends and Benchmarks 20184Average C

13、osts & ConversionRatesLower costs and higher engagement rates tell two stories. It could be that gaming apps are becoming an integral part of how users spend and enjoy time on mobile.Or it could be that app marketers have become data-savvy and increasingly excel at using data to activate and motivat

14、e their target audiences. Either way, its a positive and promising development that bodes well for marketers determined to inspire and influence users at intent-rich moments (Registration and In-App Purchase) afterthe install.down on the previous year ($4.07)all the more remarkable if we consider th

15、at fierce competition would typically push acquisition costs through the roof. At first glance, it would appear that data-savvy marketers are indeed atthe top of their game. But it may also be that many of the popular gaming title categories analyzed in this dataset have cemented themselves as real

16、“crowd-pleasers” thanks to enjoyable even addictivegame mechanics. Thedata doesnt say for sure.As the Gaming Engagement funnel shows, it costs an average of $3.75to acquire an install. Thats nearly 8%OVERALL GAMING APPS COSTS & CONVERSIONSINSTALL$3.7554.6%Install-to-Register$6.88REGISTER13.4%Install

17、-to-In-App-PurchaseIN-APP PURCHASE$28.05Mobile Gaming Apps Report: User Acquisition Trends and Benchmarks 20185RegistrationDeeper in the funnel, the situation is similar. The cost to acquire a user who completes a registration ($6.88) is 23% less than the previous year ($8.94), while engagement rate

18、s at that stage show a20% increase.This suggests users understand and appreciate gaming apps and respond to their advertising campaigns. Itsimpressive growth that should spur appmarketers to do more to engage further now that the barriers are down.across all categories “use 3 or more engagement meth

19、ods to retain their users,” with push notifications topping the list. Gaming app marketers have cleared the Registration hurdle, breaking the ice in a conversation where more interaction via more channels (messaging, email and modalmessaging) can help clinch the deal.Some inspiration comes from mobi

20、le video ad network AdColony. Itobserves that 71% of the top publishersMobile Gaming Apps Report: User Acquisition Trends and Benchmarks 20186In-App PurchaseWhich brings us to in-app purchases (IAP), a fairly common and very lucrative model where app marketers drive purchases (Gold, Power-Ups or Con

21、tinue Playing passes) allowing users toenhance the playing experience.It works when app marketers succeedin making tantalizing offers and users commit to opening up their wallets.Once again, the relationship between costs and engagement rates should inspire app marketers to go the distance and devel

22、op user acquisition campaigns that capture audience attention and catapult spend. Stakes are high, but so is the pay-off as some strategy games chalk up in-app spend, on average,of $550. (Analytics and measurement firm Slice Intelligence, now Rakuten Intelligence, reports mobile gamers spend an aver

23、age of $87 on IAPs.)Its not a walk in the park, but Liftoff data shows that app marketers could be in their stride. What appears to be a modest engagement rate at 13.4%represents a massive 67% increase over the previous year. At $28.05, the costto acquire a user who completes an IAP is almost a barg

24、ain compared to the$50.69 price tag in 2017.Mobile Gaming Apps Report: User Acquisition Trends and Benchmarks 20187Integrating creatives that amaze and engage can make all the difference in your campaign.Mobile games can generate tremendous amounts of revenue from IAPs, but more gaming apps in the m

25、arketplace mean more competition for marketers determined to grow their share of the pie. App marketers with these ambitions have to get smarter about how they wield data to identify and influenceBig Spenders. But improved targetingis just a part of it. Remember: this is amarket where netting “Whale

26、s,” the 10% of the in-game purchasing population that accounts for 90% of mobile gaming sales is getting harder, and finding the “white whales,” the top one percent of whales that account for an astonishing 58% of total in-app purchases, is nearly impossible. Integrating creatives that amaze and eng

27、age can make all thedifference in your campaign.Mobile Gaming Apps Report: User Acquisition Trends and Benchmarks 20188GamingAppEngagementby PlatformOverall, iOS users come at a higher price. But high engagement rates suggest iOS users also offer app marketers better value for money.At $5.31, the co

28、st-per-install on iOS is 60.4% more than Android ($3.31). This gap is even greater further down inthe Gaming funnel. For example, the cost to acquire an iOS user who goes on to register ($11.08) is 73.9% more than Android. Significantly, the gapnarrows at the next stage to just 21.7%.Are Android use

29、rs uninterested in making a purchase? Or are app marketing campaigns failing to inspire the all-important impulse buy? The data doesnt say for sure. To be fair, we must also consider that Liftoff data, which draws from campaigns across 350 Gaming apps (58% iOS and 42% Android), may overemphasize thi

30、s disconnect somewhatbut that doesnt negate the substantial evidence thatapp marketers may be missing the mark.But looking at costs in isolation is a strategy likely to burn as muchmoney as it generates. At a time when app marketers are laser-focused on creating value for their usersand their compan

31、iesafter the install, an approach that prioritizes engagementrates has serious merit.Similar to the engagement patterns we observed in our 2018 Mobile Shopping Apps Report, we see that Android costs and conversions at themiddle-funnel stage of Registration arein a rare balance.A closer examination o

32、f conversion rates suggests app marketers who spend on iOS are getting good value for money. While iOS users are not rushing to register, they are eagerto purchase. At 21%, IAP conversion rates are nearly double that of Androidusers (10.8%).vsMobile Gaming Apps Report: User Acquisition Trends and Be

33、nchmarks 20189GAMING APPS COSTS AND CONVERSIONS BY PLATFORMAndroid vs. iOSINSTALL$3.31$5.3152.0%Install-to-Register48.0%Install-to-Register$6.37REGISTER$11.0810.8%Install-to-In-App-Purchase 21.0%Install-to-In-App-Purchase$30.79IN-APP PURCHASE$25.30On the cost side, Android users are a steal at $6.37

34、. Couple that with an impressive install-to-register rate of 52% (8.4% more than iOS), and itsclear that app marketers have cleared a significant hurdle. They have earned the attention (even trust) of Android users who are willing to interact with the app and input essential datathat smart app marke

35、ters can use toengage and re-engage these users to drive deeper funnel conversions.be fair, its not a mere stereotype.Its supported by data across a variety of reports and surveys. App market data provider App Annie,for example, reports that iOS users, as a rule, are far more likely than Android use

36、rs to spend money in and on apps. An examination of total app downloads across allapp categories in 2017 reveals that Android users accounted for 70% of total downloads, but generated only 34% of total app consumer spend. (Significantly, App Annie also tells usthat “Games accounted for nearly 80% of

37、 worldwide consumer spend across iOS, Google Play and Third-PartyAndroid app stores.”)So, why arent they doing it?The answer is likely linked to theperception that iOS is the platform preferred by Big Spenders. ToMobile Gaming Apps Report: User Acquisition Trends and Benchmarks 2018 10APPLE USERS MO

38、RE WILLING TO PAY FOR APPSShare of app downloadsApple App StoreShare of app consumer spendGoogle PlayApple AppStoreGoogle Play201220132014201520162017201220132014201520162017Share of Worldwide App Downloads and Consumer Spend by App Store (in %)*.Source: StatistaIt would seem that iOS users are the

39、prize. But a review of market data, collected and collated by Nebojsha Mitrikeski, independent researcher and Game Director at Snowball Games, indicates Android is coming on strong. “Were witnessing the rise of the Android market,” he tells Liftoff in an interview. “It *is* finally happening.” In 20

40、17, for the first time, he reports the industry was “startingto see high-grossing games that makethe same amount of IAP revenue onboth platforms.” As he sees it: “Android spenders do exist, they just need to be carefully targeted by UA because there is a lot of jitter and noise in the Androidshops.”

41、His observations dovetail with new findings from AppsFlyer. The mobile app tracking and attribution analyticsplatform teamed up withtoexamine differences between organic and non-organic traffic and the impact on lifetime value (LTV). Among the keyfindings: the performance gap betweenMobile Gaming Ap

42、ps Report: User Acquisition Trends and Benchmarks 2018 11* Google Play is not available in China343438383114706867615446iOS and Android is much smaller in Gaming than it is in Shopping and Travel apps. Specifically, revenue from an average iOS user is only 28% more than Android. It attributes this t

43、o the advancement of Android as a platform and the application of data-driven marketing by app marketers to targetand trigger purchases.When it comes to driving deep- funnel engagement, Android users are apparently a tough nut to crack.However, the massive growth of Android as a platform, which has

44、pulled ahead of iOS boosted by 1.5 million new Android devices activated daily, will certainly reward app marketers who have theperseverance to try.iOS users, as a rule, are far more likely than Android users to spend money in and on apps.Mobile Gaming Apps Report: User Acquisition Trends and Benchm

45、arks 2018 12Gaming App Engagement by GenderA comparison of acquisition costs and engagement rates indicates males cost more and engage less compared to females, a demographic that has evolved to become both power users andsuper-shoppers.While marginal differences in install costs ($3.66 for males an

46、d $3.84 for females) would indicate males are the bargain, a closer examination ofconversion rates reveals females are infact the most valuable gamers.rates (9.39% for females and 7.16% formales) Liftoff observed in 2017.The message to app marketers: females are a premium user segment, so open the a

47、perture of how you view and pursue this gender. But dont be blind to some of the more noteworthy differences between males and females, starting with game genre taste and preferences. DeltaDNA, an insight consultancy providing data analytics to help developers make games better,observes that “women

48、have a strong preference for puzzle games, while men prefer strategy and action games.”Casino games, it adds, are “near gender neutral.”Take the middle-funnel stage of Registration. At $7.51, females cost 20.2% less than males to acquire. Even better, the conversion rates for females are 26% higher

49、than for males. IAPs are also a stage where differences between males and females point the way to massive opportunity to buylow and sell high. At 16.7%, the install- to-purchase rate for females is an incredible 79% higher than for males.This is a far cry from the conversionThe install-to-purchase

50、rate for females is an incredible 79% higher than for males.Mobile Gaming Apps Report: User Acquisition Trends and Benchmarks 2018 13This has powerful implications for app marketers, particularly as recent data from games research firm Newzoo shows “women are playing more than ever before.” Signific

51、antly, males and females may be alike in their passion for mobile gaming apps, but they differ in how they discover them. This insight alone provides important clues on the contexts (and channels) where advertising (and targeting) can deliverpositive results.through social networks. Males are a diff

52、erent story. “A comparatively low 27% discover games through friends or family. Instead, 26% of men discover new titles through review or game sites and 24% through online videochannels.”While app marketers should appreciate the obvious differences between males and females, they should not overplay

53、 them. Newzoos examination of the gender and age divide of all gamers shows “the gap between the two genders in the overall games market isnarrow.” Mobile gaming apps are almostequally popular among males andSpecifically, Newzoo reports, social circles are key for female players, with 39% of them di

54、scovering a gamethrough friends or family, and 20%GAMING GOES MAINSTREAMShare of online population that gamesper segment and genderAge /Genderof gamers52%48%8%48%12%13%37%35%46%of gamers are women20%23%15%15%10%7%PCMobileConsoleM10-20M21-35M36-50M51-65M10-20F21-35F36-50F51-65MENWOMENDemographic Insi

55、ghts on Gamers 2017Source: NewzooMobile Gaming Apps Report: User Acquisition Trends and Benchmarks 2018 14* Research among online population aged 10-65 in 13 countriesGAMING APPS COSTS & CONVERSIONS BY GENDERMale vs. FemaleINSTALL$3.66$3.8461.5%Install-to-Register48.8%Install-to-Register$7.51REGISTE

56、R$6.2516.7%Install-to-In-App-Purchase9.3% Install-to-In-App-Purchase$39.32IN-APP PURCHASE$22.99females, with “52% of males and 48%of females playing mobile games more than once a month.Either way, app marketers could be leaving money on the table. A recent study of gender in mobile gaming reveals th

57、at, of the top 100 grossing games on Google Play, the vast majority of icons feature male characters. Little wonder that 60% of women who play mobile games believe most games are not made for them. Based on this, the report concludes that “although women prefer mobile games more than men, the mobile gaming world has a long way

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