Mobile Games Market Monitor H2 2013: GungHo and King pass $1bn in 2013

April 09, 2014  | Subscribers Only

Jack Kent Jack Kent Director, Media and Advertising
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GungHo, King and Supercell dominated mobile games revenues in 2013, with GungHo and King breaking the $1bn annual sales barrier. This market monitor report analyses the impact of these relatively new entrants to the mobile games market globally and in key markets in Japan, South Korea, China, North America and Europe.

The role of messaging apps such Line, KakaoTalk and WeChat continues to be important in driving freemium mobile games growth, with integration helping boost discovery, engagement and in-app purchase revenues.

Mobile games revenues are increasingly concentrated at the top of the charts. The hit titles are also showing greater staying power; many of the top performing H2 2013 titles were first launched in 2012.

Highlights:

  • King and GungHo pass $1bn sales
  • KakaoTalk drives Korean mobile games revenues
  • King’s IPO illustrates risks and opportunities
  • Smartphone growth hurts Japan’s mobile social web platforms

In this report:

  • Newer companies dominate in 2013
  • Asia-Pacific takes lion's share of revenues
  • GungHo leads in Japan
  • KakaoTalk games drive Korean growth
  • Candy Crush decline hits King's Q4, but it maintains lead
  • King's IPO highlights need for new IP
  • The Simpsons keeps EA Mobile growing year on year
  • Older titles keep Gameloft growing in 2013
  • Glu hits target with Deer Hunter
  • Smartphone growth hurts DeNA and Gree in Japan p
  • China focus: WeChat games drive Tencent's growth, Shanda slows

List of tables and charts: 

  • Selected publishers’ mobile games revenues (2012-2013)
  • World mobile games consumer spend by region (2013-2017)
  • Selected Japanese publishers’ mobile revenues (Q1 2012 – Q4 2013)
  • Selected Korean publishers’ mobile revenues (Q1 2012 – Q4 2013)
  • Selected Western publishers’ mobile revenues (Q1 2013 – Q4 2013)
  • King: revenues by region (2013)
  • King: Monthly and Daily active users (Q1 2012 – Q4 2013)
  • King: Mobile vs. Web revenues (Q1 2012 – Q4 2013)
  • EA: Annual  mobile vs. other revenues (2011-2013)
  • EA: smartphone/tablet share of mobile revenues (Q1 2013 – Q4 2013)
  • Gameloft: revenues by region (2013)
  • Gameloft: revenues by business model (Q1 2013 – Q4 2013)
  • Gameloft revenues by release date
  • Glu Mobile: Monthly and Daily active users (Q1 2012 – Q4 2013)
  • Glu Mobile: revenues by region (2012-2013)
  • Glu Mobile: quarterly revenues (Q2 2012 - Q4 2013)
  • DeNA and Gree: mobile games related revenues (Q1 2012 – Q4 2013)
  • DeNA and Gree: net income (Q1 2012 – Q4 2013)
  • Tencent and Shanda: mobile games revenues (Q1 2013 – Q4 2013)

Number of pages: 14

Number of charts and tables: 21

Jack Kent

Director, Media and Advertising

Jack Kent leads IHS Markit’s Media and Advertising research, heading up a team of analysts covering Games, Cinema, TV Channels & Programming, Home Entertainment and Advertising research.

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