Research Outline

Mobile Gaming App Companies

Goals

Provide information surrounding mobile gaming app companies in the US or North America to help define the total addressable market.
  • Specifically, to determine the average cost of acquiring a mobile game user incurred by mobile gaming app companies such as Play Studios, Skillz, Siupercell, etc.
  • To determine the average value of a daily active mobile game user to the companies.

Early Findings

Data Availability

The initial round of research indicates that data availability surrounding single answers regarding the average cost of acquiring a mobile game user and the average value of a daily active mobile game user in the US or North America is limited in the public domain. The research team uncovered various helpful findings which have been provided below.
  • According to research conducted by Liftoff in 2020, North America has the second highest cost per installation (CPI) for mobile gaming apps in the world at $2.47.
  • According to the report, North America's 7-day return on advertising spend (ROAS) is 13.1% while the 30-day ROAS is 34.5%. The report can be downloaded here.
  • The average revenue per user (ARPU) for mobile games in the US is projected to grow to $61.02 in 2021.
  • Mobile games accumulated a total of $10.73 billion in revenues in 2020 in the US, while the market size for mobile gaming content in North America was valued at $25.2 billion.
  • In 2020, there were over 200 million mobile game users in the US.
  • According to a study conducted by Newzoo, 65% of women in the US aged 10–65 play mobile games.
  • According to AppsFlyer, North America has the highest mobile game user retention (3.9% on Day 30) compared to the global retention (3.1% on Day 30).
  • According to research conducted by Adjust, the user acquisition spend in the mobile gaming sector generally accounts for 50%. For instance, in North America, the user acquisition spend in the mobile gaming sector accounts for 57% followed by Fintech which accounts for 14%.

Summary

In the initial hour of research, we have been able to provide various helpful findings regarding the average cost of acquiring a mobile game user and the average value of a daily active mobile game user in the US or North America. Data availability surrounding single answers regarding the average cost of acquiring a mobile game user and the average value of a daily active mobile game user in the US or North America is limited in the public domain. We can continue the research to uncover additional helpful findings as proposed below.