I am a games industry analyst at Omdia (previously IHS Markit), focusing on the mobile, PC online and e-sports sectors. Using the latest data, I post regular insights into the mobile games market and broader games scene!
I previously worked in online biz dev at Square Enix, and I have a PhD in Education where I researched informal learning in MMORPGs.
Follow me on Twitter: @adloquia
In March, Nintendo’s Animal Crossing: Pocket Camp (ACPC) saw its best month for global downloads since its launch in 2017, at 2.7 million across Apple App Store and Google Play Store - growth of 458%.
Despite a seasonal quarter-over-quarter decline in 1Q20 for Niantic's Pokémon GO, the game has been largely untouched by the COVID-19-induced lockdown. Measures taken to enable at-home play will likely offset any decrease in engagement through 2Q20.
After seven years on app stores, Ndemic Creations' Plague Inc. is now seeing peak downloads and net revenue. Games content which targets real-world events can boost engagement in live-service titles.
The potential of cloud as the next competitive dynamic of the games sector has triggered an increase in the number of cloud-related acquisitions and funding rounds. Companies want to be as well-equipped as possible to compete in this emerging field.
2019 saw the major Chinese companies truly establish themselves as competitors in the global market. According to Priori Data, Tencent saw international mobile games market growth of 278% in 2019, out-performing domestic rival NetEase.
In December 2019, Epic submitted Fortnite to be listed on the Play Store, on the condition that it could use its own payment platform and be exempt from Google’s 30 percent fee. Its submission was rejected by Google. What does this move suggest?