This is exciting for online gamblers because mobile gambling is still new. Mobile casinos and poker rooms are still small. So, you can expect the mobile gambling industry to grow exponentially over the. Gaming Club mobile casino puts an entertainment powerhouse in the palm of your hand, so your playing never has to be at the mercy of a busy schedule. Take advantage of chances to win real money with us, wherever you are! How do we do it, you ask. Well, neither magic nor parlour tricks are involved. Mobile gaming revenue reached $50.4 billion in 2017, occupying 43% of the entire global gaming market and poised for further growth. It is expected to surpass the combined revenues from both PC gaming.
Know The Fact of Mobile Device and Lottery Online
Mobile device becomes something important for you to do gambling online easily but you must know how to use this device to gamble properly. Several years ago, the land-based casino may be the only destination for people who want to change their life instantly. However, you don't need to to queue anymore on the cashier to exchange the money for betting. You don't have also access the real lottery online site through the browser from your computer because you can use your own mobile device to gamble. Since the technology is improving so fast, the limit can't be broker and you can gamble at ease by phone.
Mobile Device can Make Lottery Online More Exciting
Well, many people are curious why they have to do gambling online with mobile device. As you know, your mobile gadget is not only made for communication or something important but also for entertainment. Mobile device can be your personal preference in gambling. Many people think it is securer and also easier to use your phone to gamble. You can do anything with just one phone including the process of deposit when you have the electronic payment method like mobile banking.
The main reason why you have to consider using mobile device to gamble is because you can bet wherever and whenever you are easily without limit. You don't need to wait until you arrive at home to access the betting site and log in to play. This is so crucial and critical for those who are so busy with their schedules and you can't dedicate much time always and space to play. Playing with your mobile device may give you the best option to play during the breaks, while waiting for the train and more.
Most online casino sites have designed their own games to be sync and compatible with all modern mobile devices especially for the live casino version. It means, you will not lose all excitement and fun with functionality from the traditional games of casino on your mobile platform. In other words, your mobile device can cover the entire things you need from the casino online. Texas hold em which hands to play canasta. You don't need to buy the expensive computer devices if you can play using mobile device that everyone has the same.
The Reason People Use Mobile Device for Lottery Online
However, you need to know the difference as well since your mobile device is not the same with computer in lottery online. Mobile gambling will be limited by the screen size on the specific device. The screen is not as big as the computer. Most of them have the average screen size of 5 inches and under of the diagonal space while the monitor of your computer is more than 19 inches. If the reduced size can be the problem, you will not appreciate the development of mobile gambling experience.
If your gadget doesn't have the feature of touch screen, it is so hard for you to enjoy the gambling experience. However, you can still bet in certain games using WAP version which is created specially for the old-fashioned mobile gadgets. The new players may also recognize the difference in the quality of graphics. To make the software and also the experience more enjoyable and fluid, the quality of visual is times reduced. The only key to determine if it is the thing that may stop you from gambling is the logging in and playing gambler.
Even if the visual quality is reduced, the games will look so well. As mentioned above, there are many games that have been created and designed for mobile platform. However, not all the types of game can be found there. The classic table and also slot machine will be available for sure. It is the great idea to research the mobile offerings of your preferred site to make sure that you can play the games you like. Many people want to use and enjoy the mobile gambling but that's not all of it.
To access prediksi togel online site easily and support your activity in casino site, you should own the touch screen phone. It will make you can feel worthwile. Most providers are designed and also helped. However, when you look at carefully, most casino sites are now compatible with different mobile technology such as Windows, Android, Blackberry OS and iOS. In fact, the economy has improved and people start picking the right app to gamble. Most casino sites around the world has offered this style of the betting nowadays because they know the development and also improvement.
We've come a long way since the days when everybody played Snake on their Nokia phone. It became hugely successful for the Finnish mobile maker, ending up on 350 million devices worldwide. Nowadays people download highly sophisticated games from the app stores, and although most are cheap to buy, often free, publishers make a considerable amount of revenue from in-app purchases. But just how big is the mobile gaming industry? We've collated a selection of recent mobile gaming statistics.
Mobile games still suffer some limitations compare to PC and console games. They tend to be smaller in scale and must work within the devices' storage and memory limits. However, they are substantially more sophisticated than the games of the past, with better graphics and performance than many past consoles and even arcade machines.
Many developers have taken advantage of the fact that these games are mobile and used localization technology like GPS to make their games genuinely location-based. This means that games are possible on mobile games that would be impossible on a PC or a console tethered to a TV.
There was a slight check to the mobile gaming market late in 2018, mainly due to a slowdown in industry growth in China. This is due to a deliberate decision by the Chinese government to reduce the time Chinese youth spend playing games. Many of the mobile gaming industry statistics shown here, particularly the predictions, reflect this blip in the rise of mobile gaming.
20 Mobile Gaming Industry Statistics to Blow Your Mind:
1. Mobile Gaming Industry, Almost 50% of the Global Games Market
According to revised Newzoo research, the global games market was predicted to be worth $134.9 billion in 2018. The largest sector of this was mobile gaming which was estimated to be worth $63.2 billion, 47% of the global games market. This is a downwards revision of Newzoo's original predictions, due to the regulatory changes in China combined with a current lack of new global blockbusters.
Source: https://newzoo.com/insights/articles/newzoo-cuts-global-games-forecast-for-2018-to-134-9-billion/
Smartphone games were expected to account for $50.0 billion of this, while tablet games, would account for the remainder $13.2 billion revenue.
While most gaming talk focuses on console games, which performed better than expected in 2018), they were still expected to only earn $38.3 billion, much less than that of mobile gaming.
2. Gaming Expected to be Worth More than $174 billion by 2021.
Newzoo continued their gaming revenue predictions through to 2021 (again revised in October 2018). By 2021 they expect total gaming to be worth $174.0 billion.
They expect mobile gaming to continue to grow, reaching $91.2 billion in 2021, with 43% of the market smartphone gaming and a further 9% tablet.
3. Asia-Pacific Makes up Almost Half of Global Games Market
Another Newzoo prediction revised in October 2018, is that 49% ($66.2 billion) of the 2018 global games spending would occur in the Asia-Pacific region, up 8.3% year on year. North America accounts for 25% of the market, $33.9 billion. Although this data doesn't separate mobile games spending from other types of games, we know that mobile gaming is 47% of all gaming spending, so mobile spending must be approximately $31.1 billion in Asia-Pacific and $15.9 billion in North America.
4. 25% of Game Spending is in China
Newzoo predicts that total game spending in China in 2018 would be $34.4 billion, 25% of worldwide spending. In comparison, the US spent $31.5 billion. Texas hold'em hand odds calculator.
5. 2.4 Billion People Globally Expected to Play Mobile Games in 2019
A recent report from Activision Blizzard Media and Newzoo, Betting on Billions: Unlocking the Power of Mobile Gamers, predicts that 2.4 billion people around the world will play a mobile game in 2019.
6. Gaming is the Third Most Popular App Category
The Betting on Billions report found that gaming was the third most popular app type, together with music. Half app users have opened a gaming app in the last week. The most popular kind of app, by far, is social media, followed by shopping apps. 50% of mobile app users play games (and the same percentage of music apps).
It is the second most popular type of app for 18-20-year-olds, with 2/3 having played a game in the last seven days.
7. Apps Account for 90% of the Time Spent on Smartphones
eMarketer's Mobile Spent 2018 report found that apps account for over 90% of internet time on smartphones and 77% of internet time on tablets. But the time spent on the apps is unequal. Nearly half of app time occurs in an individual's top app, and 90% in the top five. This would include games for many people. eMarketer's report conflicts with the Betting on Billions report in that it says that digital audio is the top app genre, ahead of social networks. eMarketer still ranks gaming in its top five apps, however.
8. 73% of 2018 App Revenue Expected to Have Come from Gaming
According to Newzoo's revised predictions, the $63.2 billion games app revenues in 2018 will have been 76% of all app revenues, leaving just $23.9 billion (27%) for non-gaming apps.
Although they expect the dollar values of mobile game apps to increase by 2021 (to $91.2 billion) these will only make up 71% of total app revenue, with non-gaming apps rising to 29%.
9. 50% of Mobile Gamers are Women
The Betting on Billions report shows that unlike console or PC gaming, there are little noticeable differences between the genders when it comes to the numbers participating in mobile gaming. 51% of all mobile gamers are women and 49% men.
10. Males and Females Play Different Types of Games
While the report found that as many females as males play mobile games, there are significant differences in the types of game they play. Young males prefer shooter games. Older females prefer puzzle games.
63% of those who play action/adventure games are men (and 52% are aged 21-35). This effect is even more pronounced with shooters – 74% men and 54% aged 21-25. With puzzle games, only 34% of the players are men, and 39% are aged 36-50 (with a further 21% aged 51-65).
11. 6-10pm is the Most Common Time to Play Apps
Betting on Billions found that more people played their games (and shopped) on mobile apps in the evening than at other times.
18-20-year-olds begin their daily game-playing earlier, with 30% opening gaming apps in the afternoon.
12. Candy Crush is Still the Most Popular Game Overall
Candy Crush Saga may have been around for five years now, but Betting on Billions found that 35% of mobile gamers still play it, nearly double the second most popular game (Pokémon GO). Fortnite is currently in the third spot, proving that it is not just on consoles that Fortnite has mesmerized the younger generations.
Candy Crush is particularly popular in France, with 41% of mobile gamers still playing it daily.
13. Pokémon GO Top Grossing iPhone App
Source: https://www.statista.com/statistics/263988/top-grossing-mobile-ios-gaming-apps-ranked-by-daily-revenue/
Mobile Gambling Michigan
Statista shows slightly different results when focusing on daily app revenue (and limited to the iPhone in the USA). They find the top grossing iPhone mobile gaming apps in the United States as of December 2018 to be Pokémon GO (earning $1,442,297 daily), followed by Fortnite ($1,399,028) and Candy Crush Saga ($1,106,098).
14. The Average US Consumer Spent $77.60 on Mobile Games in 2016
According to Statista data, the average American spent $77.60 on mobile games in 2016, up from $70.44 in 2015 and $60.95 in 2014. Unfortunately, Statista doesn't have any more recent data available, to show whether this upward trend has continued.
We've come a long way since the days when everybody played Snake on their Nokia phone. It became hugely successful for the Finnish mobile maker, ending up on 350 million devices worldwide. Nowadays people download highly sophisticated games from the app stores, and although most are cheap to buy, often free, publishers make a considerable amount of revenue from in-app purchases. But just how big is the mobile gaming industry? We've collated a selection of recent mobile gaming statistics.
Mobile games still suffer some limitations compare to PC and console games. They tend to be smaller in scale and must work within the devices' storage and memory limits. However, they are substantially more sophisticated than the games of the past, with better graphics and performance than many past consoles and even arcade machines.
Many developers have taken advantage of the fact that these games are mobile and used localization technology like GPS to make their games genuinely location-based. This means that games are possible on mobile games that would be impossible on a PC or a console tethered to a TV.
There was a slight check to the mobile gaming market late in 2018, mainly due to a slowdown in industry growth in China. This is due to a deliberate decision by the Chinese government to reduce the time Chinese youth spend playing games. Many of the mobile gaming industry statistics shown here, particularly the predictions, reflect this blip in the rise of mobile gaming.
20 Mobile Gaming Industry Statistics to Blow Your Mind:
1. Mobile Gaming Industry, Almost 50% of the Global Games Market
According to revised Newzoo research, the global games market was predicted to be worth $134.9 billion in 2018. The largest sector of this was mobile gaming which was estimated to be worth $63.2 billion, 47% of the global games market. This is a downwards revision of Newzoo's original predictions, due to the regulatory changes in China combined with a current lack of new global blockbusters.
Source: https://newzoo.com/insights/articles/newzoo-cuts-global-games-forecast-for-2018-to-134-9-billion/
Smartphone games were expected to account for $50.0 billion of this, while tablet games, would account for the remainder $13.2 billion revenue.
While most gaming talk focuses on console games, which performed better than expected in 2018), they were still expected to only earn $38.3 billion, much less than that of mobile gaming.
2. Gaming Expected to be Worth More than $174 billion by 2021.
Newzoo continued their gaming revenue predictions through to 2021 (again revised in October 2018). By 2021 they expect total gaming to be worth $174.0 billion.
They expect mobile gaming to continue to grow, reaching $91.2 billion in 2021, with 43% of the market smartphone gaming and a further 9% tablet.
3. Asia-Pacific Makes up Almost Half of Global Games Market
Another Newzoo prediction revised in October 2018, is that 49% ($66.2 billion) of the 2018 global games spending would occur in the Asia-Pacific region, up 8.3% year on year. North America accounts for 25% of the market, $33.9 billion. Although this data doesn't separate mobile games spending from other types of games, we know that mobile gaming is 47% of all gaming spending, so mobile spending must be approximately $31.1 billion in Asia-Pacific and $15.9 billion in North America.
4. 25% of Game Spending is in China
Newzoo predicts that total game spending in China in 2018 would be $34.4 billion, 25% of worldwide spending. In comparison, the US spent $31.5 billion. Texas hold'em hand odds calculator.
5. 2.4 Billion People Globally Expected to Play Mobile Games in 2019
A recent report from Activision Blizzard Media and Newzoo, Betting on Billions: Unlocking the Power of Mobile Gamers, predicts that 2.4 billion people around the world will play a mobile game in 2019.
6. Gaming is the Third Most Popular App Category
The Betting on Billions report found that gaming was the third most popular app type, together with music. Half app users have opened a gaming app in the last week. The most popular kind of app, by far, is social media, followed by shopping apps. 50% of mobile app users play games (and the same percentage of music apps).
It is the second most popular type of app for 18-20-year-olds, with 2/3 having played a game in the last seven days.
7. Apps Account for 90% of the Time Spent on Smartphones
eMarketer's Mobile Spent 2018 report found that apps account for over 90% of internet time on smartphones and 77% of internet time on tablets. But the time spent on the apps is unequal. Nearly half of app time occurs in an individual's top app, and 90% in the top five. This would include games for many people. eMarketer's report conflicts with the Betting on Billions report in that it says that digital audio is the top app genre, ahead of social networks. eMarketer still ranks gaming in its top five apps, however.
8. 73% of 2018 App Revenue Expected to Have Come from Gaming
According to Newzoo's revised predictions, the $63.2 billion games app revenues in 2018 will have been 76% of all app revenues, leaving just $23.9 billion (27%) for non-gaming apps.
Although they expect the dollar values of mobile game apps to increase by 2021 (to $91.2 billion) these will only make up 71% of total app revenue, with non-gaming apps rising to 29%.
9. 50% of Mobile Gamers are Women
The Betting on Billions report shows that unlike console or PC gaming, there are little noticeable differences between the genders when it comes to the numbers participating in mobile gaming. 51% of all mobile gamers are women and 49% men.
10. Males and Females Play Different Types of Games
While the report found that as many females as males play mobile games, there are significant differences in the types of game they play. Young males prefer shooter games. Older females prefer puzzle games.
63% of those who play action/adventure games are men (and 52% are aged 21-35). This effect is even more pronounced with shooters – 74% men and 54% aged 21-25. With puzzle games, only 34% of the players are men, and 39% are aged 36-50 (with a further 21% aged 51-65).
11. 6-10pm is the Most Common Time to Play Apps
Betting on Billions found that more people played their games (and shopped) on mobile apps in the evening than at other times.
18-20-year-olds begin their daily game-playing earlier, with 30% opening gaming apps in the afternoon.
12. Candy Crush is Still the Most Popular Game Overall
Candy Crush Saga may have been around for five years now, but Betting on Billions found that 35% of mobile gamers still play it, nearly double the second most popular game (Pokémon GO). Fortnite is currently in the third spot, proving that it is not just on consoles that Fortnite has mesmerized the younger generations.
Candy Crush is particularly popular in France, with 41% of mobile gamers still playing it daily.
13. Pokémon GO Top Grossing iPhone App
Source: https://www.statista.com/statistics/263988/top-grossing-mobile-ios-gaming-apps-ranked-by-daily-revenue/
Mobile Gambling Michigan
Statista shows slightly different results when focusing on daily app revenue (and limited to the iPhone in the USA). They find the top grossing iPhone mobile gaming apps in the United States as of December 2018 to be Pokémon GO (earning $1,442,297 daily), followed by Fortnite ($1,399,028) and Candy Crush Saga ($1,106,098).
14. The Average US Consumer Spent $77.60 on Mobile Games in 2016
According to Statista data, the average American spent $77.60 on mobile games in 2016, up from $70.44 in 2015 and $60.95 in 2014. Unfortunately, Statista doesn't have any more recent data available, to show whether this upward trend has continued.
15. Mobile Phone Gamers in the USA is Increasing Steadily Each Year and Should Exceed 210 Million in 2020.
Statista has also released data on the number of mobile phone gamers in the United States from 2011 to 2020 (predictions from 2016 onwards). There were 80.7 million US mobile gamers in 2011, rising each year after that. It reached 164.9 million in 2015. Statista predicts that there will be 209.5 million US mobile gamers in 2019, increasing to 213 million in 2020.
16. 63% of (Adult) iOS Fortnite Players are Aged 18-24, and Nearly 2/3 are Male
According to Business of Apps, 63% of iOS Fortnite players are aged 18-24, with a further 23% aged 25-34. This does, however, ignore under 18s who play the game on their iOS mobile device.
Only 28% of iOS Fortnite gamers are female, with the majority (72%) being male.
17. Fortnite Estimated to Have Exceeded 100 Million Downloads on iOS in Just 138 Days
Apptopia estimates Fortnite surpassed the 100 million download mark after being on the iOS market for less than five months, just 138 days. However, the quickest game to reach 100 million iOS downloads was Super Mario Run which reached that milestone in a mere 68 days.
18. The Most Downloaded Mobile Gaming App of 2018 was Helix Jump
While Helix Jump may not have the recognizable name of Candy Crush Saga or Fortnite, according to Apptopia stats, it was the most downloaded game of 2018, with 334 million downloads. Subway Surfers came second, followed by PUBG Mobile, Fortnite, Rise Up and in sixth place, Candy Crush Saga. Paypal sports betting.
19. 66% of Mobile Gamers Have Influence on Those Around Them
According to data collected for The Betting on Billions report, mobile gamers have more influence on the purchasing decisions of their friends, family, and colleagues than non-gamers. It found that 66% of gamers (vs. 53% of non-gamers) influenced the purchasing decisions of their family, 43% (gamers) vs. 35% (non-gamers) influenced their friends, and 37% gamers (vs. 29% non-gamers) influenced their colleagues.
The top areas of influencing family purchasing decisions were groceries, dining out, and entertainment subscriptions.
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20. 53% of Candy Crush Gamers are the Primary Decision Makers in their Home
Mobile Gambling App
Perhaps unsurprisingly, considering the main demographics of Candy Crush players (predominantly female and older), across all household purchases, 53% of Candy Crush gamers are the primary decision-makers vs.45% for all gamers. They are particularly influential for decisions relating to purchases of groceries, clothing, homeware, and personal care.