Top Hyper-Casual Games Worldwide for January 2020 by Downloads: Discover the Best Ones
- siticomnome
- Aug 14, 2023
- 6 min read
We worked with AppMagic who are an app store revenue and download estimator to assess the growth and proliferation of HyperCasual games. They have been tracking the charts of 47 app stores around the world and manually analysing and classifying Top 100 games into genres. Over that time they have tagged 1300+ games and estimated their overall downloads worldwide. Although having precise numbers can only be achieved if you own the app yourself, estimations provide very reliable trend analysis and it will be these trends we look at.
Top Hyper-Casual Games Worldwide for January 2020 by Downloads
Download File: https://vittuv.com/2vCQ8D
The chart above shows the estimated monthly downloads for the biggest HyperCasual titles from 2015-2019. There are some games that fall into both Casual and HyperCasual as they may have been iterated on with deeper mechanics, but the trend is clear. Year on year there were more and more games that grew primarily via the ad-driven model.
Although the market has grown steadily and big hits continue to maintain performance, the publishing model has become fierce. Where Voodoo once clearly dominated, they now share the space with 3 other key rivals: Lion Studios, Say Games and Crazy Labs, often trading top spot on certain weeks. The middle ground has also grown, with 42 publishers from around the world who each drove more than 10 million worldwide downloads in January 2020.
What a year it has been! We saw unprecedented changes in the app economy in 2020 as consumer behavior shifted dramatically. You can see 2019's worldwide download leaders here. This year is a little different, as we are providing many more categories, in addition to providing US data in many cases. We've also included the top grossing apps for three select categories (Apps, Games, Health & Fitness).
Voodoo was the hypercasual games publisher with the most new installs of its games in Q3 2020, having its games downloaded 105% more than its closest competitor in Lion Studios. The bottom half of the top 10 are grouped pretty close together but after #10, Rollic Games, there is a bit of a dropoff to Kwalee with 63 million installs. As a grouping, the top 10 hypercasual game publishers grew downloads 31% YoY. Only two of the top 10 declined during this period.
In H1 2020, weekly mobile game downloads spiked as high as 1.2 billion, a new world record. Games represented nearly 70% of total worldwide consumer spend for the iOS and Google Play store combined in Q1 2020. Games also accounted for roughly 40% of overall downloads. On average, weekly download levels in Q2 2020 remained at 1 billion throughout the quarter, up 20% year over year.
Between April 2020 and January 2020, users downloaded 30% more mobile games per week on average. In Q2 2020, consumers downloaded 14 billion games. That included 3 billion games at 20% year over year growth on iOS and 11 billion games at 25% year over year growth on Google Play. Games also accounted for a higher share of overall downloads on Google Play than the App Store at 45% versus 30%, respectively.
During the first half of the year, mobile gaming not only saw record downloads but also record revenue and numbers of new players. Mobile game ad revenues rose 59%. In Q2 2020, mobile gamers set a new quarterly record of $19 billion in consumer spend. Both app stores saw strong revenue growth, with consumers spending 15% more on games between Q1 and Q2.
Current projections estimate 2.7 billion users will spend $77.2 billion on mobile games in 2020. Additional estimates predict mobile gaming will generate revenues of $95.4 billion by 2022, accounting for 41% of a total global games market worth $196 billion.
In terms of downloads, there was a surge in the number of downloads of games in the Simulation (+0.9pts), Trivia (+0.6pts), Board (+0.5pts), Casual (+0.4pts) and Adventure (+0.4pts) game categories. These categories also saw a surge in playtime session length with Simulation games outperforming the other categories by as much as +2.0 market share points.
Despite the dip in gaming downloads and revenue since the onset of the pandemic, mobile games continue to be one of the most important mediums today. Currently, mobile ads in games drive an average 18% conversion rate. Those conversions can cost as little as 17 cents in a hyper casual game.
Globally, after the January 2020 holiday season, strict lockdowns were enforced by March 2020. With many people spending time at home, and turning to their mobile devices, marketers had to run aggressive campaigns, especially in the gaming vertical. However, high install activity leads to a rise in uninstalls. Hyper Casual and Casual games in particular. For example, 60% of Hyper Casual games were uninstalled within seven days of install in April. By December 2020, gaming apps saw a 62% average monthly uninstall rate in both Indonesia (54.41% in January 2020) and Malaysia (48.78% in January 2020), with Singapore seeing lower rates with 48.53% in December 2020, compared to 39.92% in January 2020.
The numbers illustrate the remarkable impact that the pandemic has had on the app market. Q1 2020 was the first period of global lockdowns. Stay at home orders forced consumers to seek out indoor stimulation, and they found it on their smartphones, through games and other highly engaging apps such as video streaming and social sharing platforms.
And even as China recovers, the mobile gaming industry continues to thrive, with Sensor Tower data showing that, for April 2020, the top mobile games by worldwide revenue was PUBG Mobile and Honor of Kings. They earned $225.2 million and $156 million respectively, with more than half their revenue coming from China.
A top 5 mobile games developer and publisher with over 5 billion downloads to date and over 250M monthly active players. CrazyLabs is a worldwide leader in casual and hyper-casual games development, distribution and innovation.
In 2020, events proved to be the top gameplay feature for app store monetization in western markets. According to App Annie Intelligence, events accounted for more than $50 billion in consumer spending worldwide. Customization drove the second highest average revenue per user (just over $47 billion), followed by leaderboards (almost $48 billion).
According to the Mobile App Trends 2022 released by Adjust, the cost to acquire a player increased. A median CPI of $1.74 was reported in 2020. In 2021, that average had risen to $2.18. Note that different sub-verticals showed different CPI trajectories. Sports apps experienced the biggest rise, from $1.64 to $2.52 per install. On the other hand, the average CPI decreased within specific categories of games. In hyper-casual games, for example, the average acquisition cost dropped from $0.35 to $0.28.
Statistics forecast the global mobile games market will generate $189 billion in revenue by 2021, up from $179 billion in 2020. In 2021, the number of worldwide players will reach 2.8 billion, up from 2.7 billion in 2020.
Mobile games are still extremely profitable and a money-making market for potential revenue. The mobile games market should grow to more than $44 billion by 2020-2024. In 2021, the number of worldwide players will reach 2.8 billion, up from 2.7 billion in 2020.
Mobile games make plenty of money. In 2020, Honor of Kings was the top grossing F2P title worldwide with more than $2.45 billion grossed worldwide. Peacekeeper Elite was the second most popular game grossing $2.32 billion worldwide.
The most popular and profitable game in 2020 was Honor of Kings. In 2020, Honor of Kings was the top grossing F2P title worldwide with more than $2.45 billion grossed worldwide. Other popular games included PUBG 2018, Minecraft, Apex Legends, and Fortnite Battle Royale.
That is just one of the ways that gaming has benefited from the shutdown of everything except online entertainment. People across the globe are spending more time than ever playing games while sheltering in place, with an estimated 2.7 billion users set to spend $77.2 billion on mobile games in 2020, the report said.
Hypercasual game sessions grew 72% in March globally. China saw a 300% increase in sessions between December 2019 and March 2020, while South Korea registered a 152% increase. Sessions in Japan and Germany rose by 137% and 69%, respectively. During April and May, hypercasual games remained popular, but the growth rates started tapering off, said Paul Muller, chief technology officer at Adjust, in an interview with GamesBeat.
A new Playrix hyper-casual game is coming soon! September 27, the application called Manor Matters appeared in App Store. The game was traditionally soft-launched in three countries: Canada, Australia, and the United Kingdom. Based on previous releases' experience, one can suppose the worldwide Manor Matters launch is going to be in December 2019 - January 2020.
kestral said: crowley said: Is Arcade a genre? What even is it?And "Hypercasual" :smiley: I'm thinking Pacman and shit.They give examples on the site (Clawee, Gold & Goblins, Idle Mafia) and the following PDF shows more category details: -s-mobile-game-genres-analysis-h1-2022 -RWH-315/images/st-state-of-mobile-game-monetization-2022.pdf -hyper-casual-games-worldwide-january-2020They assigned their own categories to games rather than use the app store categories. One of the subgenres of Arcade is Idler, which is described as games that require minimal player input: -games/The numbers in the graphs are a bit misleading as they make it look like those top categories are outperforming the others but they make lower revenue, they just grew more.Top Grossing games are the usual ones shown on the right on the following page: =2022-08-06Candy Crush, Roblox, Call of Duty Mobile, Clash of Clans, PUBG, Pokemon Go, Genshin Impact, Clash Royale, Words with Friends, Zynga Poker, Minecraft. -mobile-games-by-worldwide-revenue-may-2022 -dollar-mobile-games-2021
Mobile platforms have driven growth in "hyper casual" games that appeal to people who don't consider themselves hardcore gamers. The number of hyper casual games surged 170% in 2019 from a year earlier, more than three times the gaming industry average, while downloads jumped 150%, according to an AppsFlyer study. 2ff7e9595c
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