Research Proposal

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.
Prepared By
Kerrie B.
Software & Tech Specialist
75 assignments