Reports Games

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

Karol Severin
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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            Candy Crush players are            years            older, while the majority            of            of Clans players are below            old
  •            of Candy Crush players are            years old or more
  • Clash of            has a higher concentration of            app spenders than Candy Crush
  • Messaging platforms            emerge as an additional distribution            for games, and in some            messenger platforms will even by            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