You only have access to basic statistics. We’ve just released our H1 2019 benchmarks report, with the freshest data from up to 100K games. We know that these relatively new categories are leading the way in the games industry, but how do they really compare to the more established genres? We help game makers build more engaging experiences through a strong understanding of their core metrics. Learn Summoners strategies, builds for champions and match history. Overview and forecasts on trending topics, Key figures and rankings about brands and companies, Consumer insights and preferences in various industries, Detailed information about political and social topics, All key figures about regions and countries, Everything you need to know about Consumer Goods, Identify market potentials of the digital future, Insights into the world's most important technology markets, Health Market Outlook The mobile games’ revenue was expected to hit $76.7 billion worldwide by the end of 2020. TFT Stats for casual gamer (NA). It’s pretty well known that arcade players will tend to have a pool of games in their pocket, and will happily move on to the next sparkling new game. As soon as this statistic is updated, you will immediately be notified via e-mail. And as always, if you have any questions about our data, or would like to learn more, feel free to reach out to us. Arcade gaming does have its weaknesses — in terms of session length, it underperforms compared to other genres. This statistic is not included in your account. The characteristics that define these categories are … This doesn’t come as a huge surprise though, with hyper-casual games built on basic core-loops and simple reward systems, it would make sense for it to have a higher session count and lower session length that other genres. Median casual games retained 3%, and the bottom 25% retained 1.5% on average. In, Strive. The arcade sector’s average misses the target by 10 percentage points, indicating that there is likely room for improvement for the majority of games out there (and just proves how competitive the market really is at the moment). Cohorts essentially will help you learn if your latest build really does improve retention, or if something else is getting players to leave. Most notably puzzle and action had the following number respectively: 56.5%, 34.19%, and 55.08%. Fate Gaming is an 18+ casual PC gaming community, who are trademarked, a registered LLC and Discord boosted! Strive. The ideal entry-level account for individual users. Share of internet users who are casual video gamers worldwide as of 3rd quarter 2019, by age [Graph]. Most played video gaming … and over 1 Mio. Using the data we have from over 270,000 gamers, we’ve put together some findings on the percentage of female gamers across game genres. Before we get started, we should let you know that this data has been pulled from a sample of 3+ billion global players, 70K+ games across 20 genres, with a focus on Q2 2018 to Q1 2019. facts. Retention can be slippery to hold onto, and finding out the scale of churn is tricky. Puzzle games come in second on that list, only to the Casual genre which took the number one spot. Please contact us to get started with full access to dossiers, forecasts, studies and international data. If your game’s core-loop isn’t still replayable by the end of the week, it simply won’t get the retention required to make it viable in the long-term. Please do not hesitate to contact me. Rejig your core loop and make sure retention remains healthy by D7. Leading up to the Casual Connect USA event to be held from the 22 nd to the 24 th of July in San Francisco, the Casual Games Association (CGA) has launched a new free Games Market Sector Report: Towards The Global Games Market in 2017. Did you know that 33% of casual gamers play games because they are easy to understand. Discover more online gaming statistics on Think with Google. Casual genre games outperform Arcade gaming. You need a Single Account for unlimited access. (Here’s some more info on cohorts, if you would like to learn more.). Here’s a. "Share of internet users who are casual video gamers worldwide as of 3rd quarter 2019, by age." A paid subscription is required for full access. Directly accessible data for 170 industries from 50 countries Learn more about how Statista can support your business. 20% of new players among IAP and Hyper-casual games started playing hyper-casual games first. Bear with us. Google/Kantar TNS, 2018 Global Mobile Gamer Behavior and Attitude Report, n of 3,611 mobile gamers aged between 18–49 in U.S., U.K., Germany, Japan, Korea, and Indonesia across three game genres (Casual: n=1299, Strategy: n=1218 and Fantasy: n=1094), 2018. A female gamer, or gamer girl or girl gamer, is any female who regularly engages in playing video games. In the retention stakes, Arcade gaming just about beats Casual gaming, but only just. YouTube Stats Summary / User Statistics for Casual Gamers (2021-03-30 - 2021-04-12) When developing your game, it’s critical that hyper-casual games (and arguably some casual games) manage to get at least 35% D1 retention. We answer just that. However, the hyper-casual genre is still top of its game... ...and is getting at least 5 times more traffic than other categories. Director of Customer Operations at GameAnalytics. For median games, it was 21% and for the bottom 25%, it was 14%. This feature is limited to our corporate solutions. Advertising spending in the U.S. 2015-2022, Research lead covering internet and gaming, Profit from additional features with an Employee Account. If you’re not doing so already, then we seriously recommend you make the most out of cohorts in your analytics tool. Arcade gaming receives at least 5 times more traffic than the second-largest genre – that’s 167 million sessions a year, compared to just 43 million for casual games. With that out of the way, let’s take the plunge. Learn Summoners strategies, builds for champions and match history. More and more developers can now be seen dipping their toes into the casual and hyper-casual ocean. The run-up to Christmas was a particularly rosy period for the sector (which suggests studios are ramping up their marketing campaigns around this period). User Retention Statistics. The top percentages of gamers fall into the wide age bracket of 18-49, with statistics spanning all the way to sixty-five plus. Casual Gaming has made 786 appearances in the ranked squad matches and has a win tally of 144, which is equal to a win ratio of 18.32%. Are you interested in testing our corporate solutions? From what we can see in our data, the majority of our hyper-casual games live under Arcade, so you’ll want to treat hyper-casual as ‘Arcade’, and casual as ‘Casual’ for the sake of this post. About Casual Gamer. January 7, 2020. Casual games are becoming all the more popular on the app stores, but how do they truly compare to the more established genres? The game industry tends to think of gamers as falling into one of two categories -- the hardcore and the casual. With a video game industry revenue of $36.9 billion, the US led the global gaming industry in 2019. Profit from additional features by authenticating your Admin account. Reading into Steam’s Statistics For gamers, Steam comes as a digital haven where they can play any type of game with thousands, or even millions, of other players from around the world. As you can see, only the top-performing arcade games get anywhere above the 40% marker. Casual. At $70.3 billion, mobile gaming accounted for over half of the global gaming market in 2018. … (January 7, 2020). Chart. ", Strive, Share of internet users who are casual video gamers worldwide as of 3rd quarter 2019, by age Statista, https://www.statista.com/statistics/1128710/casual-video-gamers-age/ (last visited May 14, 2021), Share of internet users who are casual video gamers worldwide as of 3rd quarter 2019, by age, Worldwide eSports viewer numbers 2019-2024, by type, Global eSports market revenue share 2019, by region, Global eSports revenue share in 2023, by country, Global revenue of the eSports market 2021, by segment, Global eSports revenue in 2023 by segment, Revenue of the eSports market in North America 2019, by segment, Annual eSports prize pools worldwide 2017-2023, All time leading eSports tournaments worldwide as of 2018, by unique viewers, Leading eSports games worldwide 2020, by tournament prize pool, Annual CS:GO global tournaments prize pool 2016-2020, Annual Fortnite global tournaments prize pool 2020, DOTA 2 The International championship viewers 2019, by platform, Value of eSports organizations worldwide 2020, eSports organizations income worldwide 2020, All time highest-winning pro eSports teams worldwide 2021, Leading eSports teams in 2020, by earnings, Leading eSports gamers in 2020, by earnings, Leading eSports players worldwide 2021, by overall earnings, Leading female eSports players worldwide 2021, by overall earnings, Leading LoL eSports players worldwide 2021, by overall earnings, Internet users watching live games streams worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by country, Internet users watching eSports championships worldwide as of 2019, by age, Global female eSports audience share 2019, by country, Public interest in eSports in the U.S. 2021, Public interest in electronic sports in the U.S. 2021, by gender, Twitch: number of concurrent viewers worldwide 2017-2023, Most popular Twitch games worldwide 2021, by peak viewers, Leading games on Twitch in 2021, by hours viewed, Active streamers on Twitch worldwide 2021, Number of gaming hours streamed on Facebook 2021, U.S. gamer video consumption 2020, by platform, eSports media revenue worldwide 2017-2023, eSports sponsorship/advertising spending worldwide 2017-2023, Sponsorship spend on eSports worldwide by industry 2019, eSports digital advertising revenue in the U.S. 2017-2021, eSports ticketing and merchandise revenue worldwide 2017-2023, Share of casual video gamers worldwide as of 2019, by region, Canada Millennials playing online and console games 2010-2014, Share of mobile-only gamers worldwide as of 2019, by region, Share of mobile-only gamers worldwide as of 2019, by age, Most played casual video game genres worldwide in 2019, Action/adventure video gamers worldwide 2018, by gender, Most popular gaming-related activities in the U.S. 2019, by ethnicity, Monthly reach of viewing eSports and video gaming online in Sweden 2016, by age, Mothers who play video games daily worldwide in 2020, by platform, Age distribution of puzzle video gamers worldwide 2018, Teen in person gaming frequency in the U.S. 2015, by gender, Share of U.S. adults frequently playing video games 2017, by ethnicity, Nigeria video games market value 2014-2023, Mothers who play games at least 10 hours a week worldwide in 2020, by country, Find your information in our database containing over 20,000 reports, Tools and Tutorials explained in our Media Centre. Corporate solution including all features. If you’re considering starting work on a casual game or have just produced one, this post is just for you. Board Threads Posts Last Post; About These Boards. If we look at m arket share geographically, in 2019, Asia-Pacific accounted for 47% of the market, followed by North America at 26%, Europe, Middle East, and … Then you can access your favorite statistics via the star in the header. Mobile gaming does away with ageism as well. Hey everyone I'm Marcelo (people call me Mars) and I'm a casual gamer. Mobile Gaming Facts for 2021 With over 30,000 games in its library and its 95-million-strong player base, the platform assures that every triumph or defeat is a shared experience. While the console and PC gamers dismiss the mobile market as “not real gaming” because it is too casual, that doesn’t change the fact experts believe mobile gaming will pull in $36.9 billion in revenue in 2016. YouTube Stats Summary / User Statistics for Casual Gamer (2021-04-22 - 2021-05-05) Casual game-maker Popcap Games (famous for Plants vs. Zombies and Bejeweled) commissioned Information Services Group to perform a survey of … The category which gets all the active mobile game players is the hyper-casual games. And with these two genres, we’ve not only compared them against each other, but also the other categories in the App store as well (we’ve also thrown in some retention tips to keep you ahead of the game). We’ve actually covered this topic before in one of our previous posts: 5 ways to increase retention. Hyper-casual is not (yet) an App store category, and most games are classed as either Arcade or Casual. Register in seconds and access exclusive features. During the pandemic, casual games have grown by a minimum of 25 per cent across genres spanning from battle royales to simpler multiplayer board games like Ludo . Editors note: we release bi-annual mobile gaming benchmarks report which pretty much includes all of the metrics mentioned below. The estimated market value of hyper-casual games stands at $2 billion or $2.5 billion. The term casual gaming refers to video games which do not require a major time investment to play, win, and enjoy. After day 7, the top 25% of casual games in 2020 retained an average of 8% of users. Casual gamers accounted for 56% of the market, light core 24%, and heavy core just 20%. Ref: Newzoo. Let’s see: This metric can seem disappointing but remember – hyper-casual gaming is known for being a quick and easy form of entertainment. As a Premium user you get access to background information and details about the release of this statistic. The term casual may also be a derogative noun. Usually, after a week of gameplay, Arcade games typically fall to 10th place in terms of retention by genre — by this time, they will have fallen behind the likes of puzzle and word games. "Share of Internet Users Who Are Casual Video Gamers Worldwide as of 3rd Quarter 2019, by Age. You may have seen our previous benchmarks report (you can find it here, if you haven’t), but this time we’ve pulled fresh data, with a focus on the Arcade and Casual genre. As you can see, the number of people playing titles in this genre is generally on the rise, and has increased by over 50% in the last year alone. In a list of 20 genres ranked by their session length averages, The last thing you want is for the gamer to get fed up or bored. It’s important, but so many other factors have to be considered too. As a Premium user you get access to the detailed source references and background information about this statistic. 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