Top 50 Mobile Games Markets | Allcorrect Games

Top 50 Mobile Games Markets

05.11.2019

In 2016, the dominance of the gaming industry’s mobile segment became apparent. Since then, we have published the ratings of the most promising markets for mobile games developers.

This year, we’ve added a language rating to the country rating since this is a particularly important parameter for developers to consider when localizing games.

Country Users ARPU, USD Revenue, USD CPI, USD Marginal profit, USD
1 China 383 160 000 32,72 12 538 300 000 0,86 12 210 055 974
2 USA 139 990 000 53,56 7 497 600 000 2,49 7 148 410 451
3 Japan 68 470 000 89,88 6 153 900 000 2,81 5 961 425 635
4 South Korea 15 410 000 88,94 1 370 200 000 0,34 1 364 904 409
5 UK 17 710 000 57,06 1 010 300 000 2,04 974 193 013
6 Russia 46 140 000 12,74 587 900 000 0,23 577 189 085
7 Mexico 31 070 000 17,58 546 200 000 0,69 524 812 597
8 Germany 17 290 000 25,66 443 800 000 1,82 412 313 933
9 France 15 620 000 27,31 426 600 000 1,53 402 656 402
10 India 201 100 000 2,32 466 300 000 0,38 390 306 519
11 Indonesia 35 670 000 10,09 360 000 000 0,55 340 351 530
12 Spain 12 920 000 25,87 334 300 000 1,05 320 730 760
13 Italy 12 910 000 24,36 314 600 000 1,32 297 571 507
14 Canada 9 910 000 30,97 307 000 000 2,53 281 954 902
15 Thailand 9 770 000 28,25 276 100 000 0,63 269 986 067
16 Brazil 42 480 000 5,96 253 100 000 0,58 228 454 044
17 Singapore 1 870 000 104,50 195 700 000 2,14 191 700 591
18 Argentina 10 830 000 15,62 169 100 000 0,74 161 105 196
19 Philippines 10 620 000 14,97 159 000 000 0,67 151 894 816
20 Vietnam 13 770 000 9,34 128 700 000 0,51 121 703 712
21 Hong Kong 1 920 000 64,82 124 700 000 2,26 120 368 193
22 Netherlands 3 530 000 35,22 124 300 000 1,88 117 680 446
23 Malaysia 4 920 000 22,19 109 200 000 1,56 101 500 325
24 Turkey 15 160 000 7,68 116 400 000 1,03 100 854 721
25 Poland 6 550 000 15,01 98 300 000 1,07 91 273 190
26 Australia 5 520 000 18,00 99 300 000 3,03 82 573 443
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 5 800 000 0,57 5 361 805
43 Serbia 600 000 6,53 3 900 000 0,80 3 420 261
44 Croatia 520 000 5,53 2 900 000 0,95 2 404 581
45 Lithuania 320 000 6,69 2 200 000 1,11 1 846 279
46 Bulgaria 590 000 3,80 2 200 000 0,89 1 674 063
47 Slovenia 270 000 6,78 1 800 000 1,02 1 523 856
48 Estonia 160 000 7,97 1 300 000 0,59 1 205 632
49 Latvia 230 000 5,73 1 300 000 0,98 1 073 701

METHODOLOGY FOR COMPILING A RATING ON THE PROFITABILITY OF MOBILE GAMES MARKETS:

  • Countries and languages are placed in descending order of their relative profitability of the mobile games market.
  • Marginal profit in this case is a relative indicator. It is the difference between the total market value and the cost per install for a mobile game across all users, determined using the formula: Marginal profit = Market revenue – Number of users × CPI.
  • The number of users is the number of mobile games users in a specific country.
  • In this case, ARPU (Average Revenue Per User) is the average revenue per user per year. The data source for revenue, number of players, and ARPU is the Statista portal. The ARPU figure, highlighted in blue, is predicted to fall, while the rest will increase at various rates.
  • CPI (Cost Per Install) is the average cost for a user to install a game of any genre for Android or iOS in every country which is standardized to 100%, disregarding other platforms. The data source for CPI, as of March 2019 for the games rating in 2018, is the Chartboost platform. Data for March 2019 marked in green was provided by the analytical company Niko Partners.
  • Statistics on the breakdown of mobile users by OS on smartphones and tablets were published by the StatCounter online service.
  • Language market size was calculated with data for all countries that speak the target language with regard to the proportion of target language speakers in each population.

FACTS ABOUT THE MOBILE GAMES MARKET IN 2018

In 2018, the video games market generated USD 137.9 billion. Revenue from mobile games grew from 36% of the total amount in 2017 to 41% in 2018. Forecasts predict this figure will continue to grow, reaching 49% by 2021 (according to Newzoo).

Facts about the Mobile game market

According to Chartboost, the average ARPU for 2018 was USD 31. The average CPI equaled USD 0.47.

As for the gender of mobile games users, there are slightly more men playing than women. In some countries, like the USA, there are considerably more women playing mobile games.

Several trends were observed in the mobile games market in 2018:

  • Just like the year before, a large number of company mergers and acquisitions took place.
  • Successful release of mobile games based on older games, franchises, and IP.
  • Rapid growth of the Asian segment.
  • Steady income growth from the Battle Royale and MOBA game genres.
  • Development of e-sports and videogame streaming, including mobile games.

market volume

RESEARCH CHARACTERISTICS

For our research, we use data from Statista, App Annie, Priori Data, and Newzoo. It’s worth noting that the Statista portal corrected the data for some markets (India, Mexico, and USA) in 2017 and 2018, and these figures may change significantly. For some countries, the numbers from other sources such as Newzoo and App Annie may differ dramatically. Additionally, not a single analytics company has reliable data on the Chinese games market for Android for certain reasons.

In research like this, the profitability of the mobile games market is traditionally grouped by region (North America, Asia, Europe, etc.). Several countries are grouped together and examined as one.

However, we analyzed each country individually and ranked mobile games markets by attractiveness, a list that included 56 countries in 2019.

In addition, we endeavored to take into account the necessary costs for entering the market. To do so, we calculated the cost per install (CPI) for all users and subtracted it from the total income in each country. This allowed us to obtain data on the marginal profit for that market.

The term “users” is understood to mean active players (or accounts) registered in the chosen market.

These materials are intended for informational purposes only. The Allcorrect company does not bear any responsibility for potential losses or other negative consequences incurred by companies or individuals using this information for their business or for other purposes.

Allcorrect game localization studio

Localizing a game into the main languages increases its revenue by a factor of 1.9 (based on data from Google Europe and Allcorrect’s research).

Allcorrect is an ROI-based localization company. Our approach is based on finding profitable markets for developers and publishers and adapting games for target audiences, taking particular cultural aspects into account. Our goal is to make your games popular and your players happy.

We’ve been translating games since 2008, and we’ve localized over 968 projects during that time. Our portfolio includes localizations of large-scale AAA projects as well as indie games that have dominated the international market.

Allcorrect
Allcorrect is a gaming service company. We help game developers free their time from routine processes in order to focus on key tasks. We provide professional game localizations into 40+ languages and create game art of all levels of complexity. Also, we offer localization testing, voice-over, and culturalization adaption of in-game content. Our team adores games and complex projects. We’re incredibly proud of our clients, including both world-renowned AAA developers and indie companies that have successfully entered the international market.