Wednesday, 18 January 2023 21:28

Five mobile games raked in $US 7.2b in 2022, $400m more than in 2021 Featured

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Sportslens has found despite the challenges of the year, the mobile games industry made billions of dollars in revenue from their massive user base.

Sportlens found that the world's five top-grossing mobile games raked in a whopping $US 7.2 billion last year, or $AUD 10.3 billion. This is $US 400 million - or $AUD 570.4 million more than in 2021.

Further, two games stood out well beyond the rest, both from Tencent: Honor of Kings and PUBG Mobile. These both gross higher revenues than any other mobile game. In fact, combined, they brought in almost $US 4 billion for Tencent, which is more than the next highest revenue games - Genshin Impact, Candy Crush Saga, and Roblox - combined.

Honor of Kings brought in a huge $US 2.2 billion in revenue in 2022, while PUBG Mobile earned Tencent a tidy $US 1.72b.

Candy Crush Saga drew $US 1.03 billion from its fan base on in-app purchases.

Yet, the number of people playing mobile games actually plunged by 104 million, or 5.7%, in 2022. Nevertheless, Sportslens is expecting this to change, seeing 1.86 billion mobile gamers in 2023, and over 2 billion mobile gamers by 2025 - and with that growth, no doubt too, so will the amount of mobile game in-app purchase spending increase too.

 

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David M Williams

David has been computing since 1984 where he instantly gravitated to the family Commodore 64. He completed a Bachelor of Computer Science degree from 1990 to 1992, commencing full-time employment as a systems analyst at the end of that year. David subsequently worked as a UNIX Systems Manager, Asia-Pacific technical specialist for an international software company, Business Analyst, IT Manager, and other roles. David has been the Chief Information Officer for national public companies since 2007, delivering IT knowledge and business acumen, seeking to transform the industries within which he works. David is also involved in the user group community, the Australian Computer Society technical advisory boards, and education.

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