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How Mobile Gaming Could Come to an End

Deconstructor of Fun

Facebook used games for growth and discarded them quickly as it didn’t need them anymore. The platform killed the booming gaming business by handicapping the distribution channels used to grow our games. I believe that mobile games could be facing the same deliberate death-by-a-platform as games Facebook suffered a decade ago.

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The Mobile Games Industry In the Year 2023

Deconstructor of Fun

Our suggestion to all the game developers out there is to make the most out of these safe harbors while they still offer that sweet protection from the raging storm. Firstly, pretty much all of their users are engaging with their service through their mobile devices in addition to TV screens. And gaming is not immune to a recession.

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The top 22 mobile games of 2022

Game Analytics

It’s tricky taking any game from PC and Console to mobile. What we especially love is Rovio decided to make this an affordable premium game, rather than F2P. So ads won’t ever spoil what is arguably a perfect mobile game. Mobile games that rely on ads tend to get a bad rap (understandably so).

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The Play Pendulum • A theory of innovation cycles in interactive entertainment

PreMortem.Games

Succinctly, the Play Pendulum theory suggests that the video game industry alternates between two primary types of innovation: content innovation and distribution innovation. Each cycle typically lasts about a decade and directly shapes how games are created, distributed, and consumed. Enter the Play Pendulum.

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Analysis • How startups can survive the coming storm

PreMortem.Games

Given these incredible tailwinds, it’s not surprising that mobile game companies have delivered the vast majority of gaming venture returns in recent years. But now the era of startup mobile gaming growth is over, as you can read here. The pivot into PC and GaaS is more interesting.

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Acording to Newzoo, 80% of consumers worldwide play video games

PreMortem.Games

Across the world, 85% of consumers engage with games in some capacity: 80% are players, 64% are viewers, and 35% participate in other ways, such as joining online gaming communities or creating content. The most engaged demographics are Gen Alpha and Gen Z, with over 90% of these younger consumers involved in gaming activities.

Alpha 80
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Newzoo’s latest report: Almost 9 in 10 gamers spend money on in-game items

PreMortem.Games

Younger generations are increasingly exploring various avenues of interaction with games, extending beyond traditional gameplay. These emerging players are at the forefront of consuming game-related content alongside their active involvement, emphasizing the growing trend of watching gaming-related media alongside playing.