Contact
$139 billion sales worldwide 2020
3.2 billion people worldwide 2020
cultural property & educational medium
$98.4B through free to play
$73.8B through mobile games
$ 10 bis $ 25 AMRPPU
86.5% of it mobile gamesr
63% of it feminine
58.7% of them casual gamers
Knowledge & connections
curiosity and creativity
Media- & technical competence
*
Market & target group Market & target group Market Market Target Group Target Group Product Product
The turnover of free-to-play mobile games has shown an annual increase of approx. 10% for years, and amounted to EUR 60.7 billion worldwide in 2020. A little over 50% of sales were generated by casual puzzle games. This shows that around 50% of players spend money on in-app sales and each paying player invests an average of €8.43 per month. Mobile games accounted for 33% of all app downloads in 2019 and 90% of smartphone usage in 2020. About 63% of mobile gamers are female, of whom about 2/3 play daily, 1/3 over 10 hours per week. Puzzle games are clearly favored by female players, who are much more willing to spend money than male players. For years, numerous studies have shown that digital games teach and promote many skills, such as creativity, logic, sensorimotor skills, multitasking, spatial perception, orientation, problem solving, reaction speed, and social and affective skills. In addition, media and technology skills are trained. Surveys have shown that many, especially young people, get a significant part of their historical knowledge from digital games and less from history lessons. The knowledge of myths, legends and beliefs is also increasingly shaped by films and games.
Page Navigation
Numbers, data, facts Market and target group The product: "Romilda Visi" Competition & Competitive advantage Marketing & customer retention SWOT Tables
$139 billion sales worldwide 2020
3.2 billion people worldwide 2020
cultural property & educational medium
$98.4B through free to play
$73.8B through mobile games
$ 10 bis $ 25 AMRPPU
86.5% of it mobile gamesr
63% of it feminine
58.7% of them casual gamers
Knowledge & connections
curiosity and creativity
Media- & technical competence
*
Market & target group Market & target group Market Market Target Group Target Group Product Product
The turnover of free-to-play mobile games has shown an annual increase of approx. 10% for years, and amounted to EUR 60.7 billion worldwide in 2020. A little over 50% of sales were generated by casual puzzle games. This shows that around 50% of players spend money on in-app sales and each paying player invests an average of €8.43 per month. Mobile games accounted for 33% of all app downloads in 2019 and 90% of smartphone usage in 2020. About 63% of mobile gamers are female, of whom about 2/3 play daily, 1/3 over 10 hours per week. Puzzle games are clearly favored by female players, who are much more willing to spend money than male players. For years, numerous studies have shown that digital games teach and promote many skills, such as creativity, logic, sensorimotor skills, multitasking, spatial perception, orientation, problem solving, reaction speed, and social and affective skills. In addition, media and technology skills are trained. Surveys have shown that many, especially young people, get a significant part of their historical knowledge from digital games and less from history lessons. The knowledge of myths, legends and beliefs is also increasingly shaped by films and games.
Game Developer of
the Romilda Series