49 Mobile Games Markets

At the start of 2017, several reports on the mobile games market in 2016 and predictions for its upcoming development were released. The Allcorrect Group presents its view of the mobile games market.

Mobile Games Market Rating by Profitability

Country Users ARPU, USD Revenue, USD CPI, USD Marginal profit, USD
1 China 283 820 000 25,17 7 144 300 000 0,86 6 901 158 181
2 Japan 68 500 000 89,88 6 153 900 000 2,81 5 961 341 303
3 USA 104 470 000 41,20 4 304 000 000 2,49 4 043 411 157
4 South Korea 15 410 000 88,94 1 370 200 000 0,34 1 364 904 409
5 UK 16 310 000 59,92 977 100 000 2,04 943 847 320
6 Mexico 31 070 000 17,58 546 200 000 0,69 524 812 597
7 Indonesia 50 960 000 10,09 514 300 000 0,55 486 229 184
8 France 15 620 000 27,31 426 600 000 1,53 402 656 402
9 India 201 100 000 2,32 466 300 000 0,38 390 306 519
10 Germany 16 790 000 21,66 363 800 000 1,82 333 224 461
11 Spain 12 900 000 25,87 334 300 000 1,05 320 751 765
12 Italy 12 910 000 24,36 314 600 000 1,32 297 571 507
13 Canada 9 910 000 30,97 307 000 000 2,53 281 954 902
14 Brazil 42 500 000 5,96 253 000 000 0,58 228 342 441
15 Argentina 10 830 000 15,62 169 100 000 0,74 161 105 196
16 Philippines 10 620 000 14,97 159 000 000 0,67 151 894 816
17 Russia 30 400 000 4,90 149 000 000 0,23 141 942 960
18 Thailand 6 740 000 21,40 144 200 000 0,63 139 982 200
19 Vietnam 13 770 000 9,34 128 700 000 0,51 121 703 712
20 Hong Kong 1 920 000 64,82 124 700 000 2,26 120 368 193
21 Netherlands 3 530 000 35,22 124 300 000 1,88 117 680 446
22 Singapore 1 410 000 77,40 109 000 000 2,14 105 984 403
23 Malaysia 4 920 000 22,19 109 200 000 1,56 101 500 325
24 Turkey 15 160 000 7,67 116 400 000 1,03 100 854 721
25 Poland 6 550 000 15,01 98 300 000 1,07 91 273 190
26 Australia 5 500 000 18,00 99 300 000 3,03 82 634 047
27 Saudi Arabia 3 630 000 22,92 83 200 000 1,13 79 109 359
28 Sweden 2 820 000 29,73 84 000 000 1,97 78 454 111
29 Belgium 2 390 000 23,61 56 300 000 1,74 52 152 705
30 Norway 1 630 000 31,94 52 200 000 2,04 48 874 349
31 Austria 1 630 000 25,81 42 200 000 2,08 38 815 339
32 Ireland 1 290 000 31,05 39 900 000 1,65 37 768 569
33 Switzerland 1 780 000 21,59 38 500 000 2,45 34 143 992
34 Denmark 1 220 000 30,08 36 800 000 2,26 34 045 101
35 Finland 1 440 000 24,72 35 500 000 1,29 33 641 411
36 Czech Republic 2 040 000 14,69 30 000 000 0,79 28 384 249
37 Israel 1 130 000 25,23 28 600 000 0,93 27 549 292
38 South Africa 6 440 000 5,13 33 000 000 1,16 25 521 009
39 Portugal 1 680 000 16,03 26 900 000 1,04 25 158 018
40 Romania 1 960 000 10,16 19 900 000 0,80 18 329 315
41 Hungary 1 180 000 9,72 11 500 000 0,96 10 370 841
42 Slovakia 770 000 7,51 5 750 000 0,57 5 311 805
43 Serbia 600 000 6,53 3 930 000 0,80 3 450 261
44 Croatia 520 000 5,53 2 870 000 0,95 2 374 581
45 Lithuania 320 000 6,69 2 160 000 1,11 1 806 279
46 Bulgaria 590 000 3,80 2 250 000 0,89 1 724 063
47 Slovenia 270 000 6,78 1 830 000 1,02 1 553 856
48 Estonia 160 000 7,97 1 280 000 0,59 1 185 632
49 Latvia 230 000 5,73 1 320 000 0,98 1 093 701

Methodology for Compiling a Rating on the Profitability of Mobile Games Markets:

  1. Countries are ordered in descending relative profitability of the mobile games market.
  2. Marginal profit is, in this case, a relative indicator calculated as the difference between the total market value and the CPI for a mobile game, using the following formula: Marginal Profit = Market Revenue – Number of Users x CPI.
  3. Market value and profitability correspond up to the 23rd place in the rating, but can diverge from this point on. This happens when mobile gamers in a country have a low ARPU and a high CPI.
  4. The number of users is the number of mobile games users in a specific country.
  5. For these purposes, the ARPU — Average Revenue Per User — is the average revenue from a games user per year. Data about total market value, ARPU and the number of players comes from Statista. The ARPU highlighted in blue is predicted to fall, while the rest will increase at different speeds.
  6. CPI statistics are taken from Chartboost (November, 2016) as the average install cost (for all game genres) for Android and iOS users by country and are standardized to 100% (discounting other platforms), with the exception of figures highlighted in green. These come from Geenapp (January, 2017).
  7. Statistics on the breakdown of mobile users by OS on smartphones and tablets were published by StatCounter in November, 2016.

Facts About the Mobile Games Market



We have endeavored to answer the classic questions posed by developers: “Which market is most attractive?” and “How much can I earn in it?”

We used Statista’s data as a basis for our own rating, as the most conservative of the reports that have currently been released. We should also note that for several countries, data from other sources—such as Newzoo—can be radically different. It is, however, difficult to say what caused this discrepancy.

When presenting research on the mobile games market, countries are traditionally grouped by region (North America, Asia, Europe and so on). Individual countries are placed in one group and examined as a whole.

However, we analyzed each country individually and created a rating of the mobile games markets by attractiveness, encompassing 49 countries.

In addition, we endeavored to take into account expenditure for entering each market. To do so, we calculated the cost per install (CPI) when compiling our rating and deducted it from the total revenue in each country. This allowed us to calculate the marginal profit for that market.

Disclaimer

The statistics used to compile the rating of the profitability of mobile games markets were taken from open sources, third parties and companies, with the sources indicated. The Allcorrect Group does not take responsibility for the reliability of this data. This material is intended for purely informational purposes. The Allcorrect Group does not take responsibility for potential losses and other negative consequences for companies or individuals who use this material for business or any other purposes.

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