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Jun 4 2021
Smart Mobile Marketing Platform continues to communicate about its project to help small and medium-sized game developers to export their original content to the sea, and obtains its internal information "2021 Simulation Category Mobile Game Research Report".
This report takes the head simulation games of each country as the research object, selects 1,132 simulation games at the head of free list and growth list of each country, analyzes the current market situation, development trend, head games and head manufacturers of simulation games and each sub-category, in order to help the developers who are concerned about simulation games.
Market size: The general trend of the simulation market is growing, with a 7% increase in the share of users and a 1% increase in the share of revenue.
The DAU market share of simulation games increased by 7%. The growth of the market comes not only from the increase in the number of head games (the number of games increased by 4%, 142), but also because of the increase in the ability of the head games to absorb volume per product.
Simulation category market IAP inbound revenue increased by 1%, with an absolute amount of nearly $300 million, and the market revenue also kept rising.
Market expansion mostly comes from life simulation, life simulation, simulation raising & placement, simulation management & cards & placement, simulation construction new game opportunities.
There are 36 life simulations in the head market in 2019 and 159 in 2020, with as many as four times more simulation head games added.
Life simulation is the most popular play style among developers in 2020, and is also the fastest exploding category in the market.
Simulation follows life simulation as the second most popular simulation sub-category among developers, but the number of head games decreases slightly.
In addition to Life Simulation, Life Simulation & Placement, Simulation & Placement, Simulation & Cards & Placement, and Simulation & Construction are also more active games, and the number of games on the 2020 list has not only increased, but the game turnover rate is also higher.
In contrast, elimination & simulation construction, ARPG & cards & simulation construction are more stable categories, with fewer games added to the list in 2020.
There are 36 life simulations in the head market in 2019 and 159 in 2020, adding as many as four times the number of head games in the simulation category.
Life simulation is the most popular game for developers in 2020 and is the category with the fastest market explosion.
Simulation follows life simulation as the second most popular simulation sub-category among developers, but the number of head games decreases slightly.
In addition to life simulation, life simulation & placement, simulation raising & placement, simulation management & cards & placement, and simulation construction are also more active play styles, and the number of games on the list in 2020 not only increases, but also has a higher game turnover rate; in contrast, elimination & simulation construction, ARPG & cards & simulation construction are more stable categories, with fewer new games on the list in 2020.
Life simulation with agile operation is an emerging category in 2020, and the head games "Spiral Roll" and "Sushi Roll 3D" have brought fire to this play.
Life simulation, vehicle simulation, simulation raising and simulation management are the four categories with the largest pool of user traffic in the simulation category. All four categories will maintain an upward trend from 2019 to 2021, with life simulation growing the fastest and vehicle simulation the second.
Active users are generally growing everywhere in the head, and the overall market of simulation category is growing brightly; India, the United States, Brazil, Russia and Indonesia all have larger user volume, especially India and the United States, which not only rank one or two in daily users, but also have the largest user growth.
Simulation is the game with the most kryptonite, especially the game with card game, and there will be more than one head in 2020.
The single-play simulation and the simulation with card game have the largest growth rate, and the simulation & card & placement and life simulation, simulation raising & simulation dress up are the fastest growing categories, with a growth rate of 66% and above.
Simulation play is the play that players spend the most money to recharge, especially the games that integrate card play, with a variety of entering the head in 2020.
Single-play simulations and simulations with card games have the largest growth rate, with simulations & cards & placement and life simulations, simulations & costumes being the fastest growing categories, with a growth rate of 66% and above.
The United States is still the most gold-sucking region, but the market growth is not much, with only 11% growth in IAP; in contrast, the Japanese inbound market is slightly smaller, but the increase is considerable, and the Japanese market still prefers paid content; the third-ranked China (iOS) simulation category users have grown significantly (46%) but inbound purchases are down 20%, and China (iOS) is perhaps promoting more games that are mainly for advertising cash.
Life simulations have been around for a long time, dating back to as early as 2013, and the market exploded in 2019 to 2020. 2019 to 2020 saw a large number of replicas by head manufacturers with different titles, thus bringing about an explosion of life simulations.
From 2019 to 2020, the share of pure life simulation games in the large simulation category grew from 12% to 29%, with a daily active user volume of nearly 50 million.
Most of the life simulation games in the head market integrate both agile operation and placement gameplay, and there are also games that integrate puzzle gameplay.
Pure simulation has a long history, dating back to as early as 2011, with the number of pure simulation games exploding in 2019 to 2020.
From 2019 to 2020, the share of pure simulation games in the large simulation category falls from 14% to 9% because of the decline of more than 30% of daily active users of the games, coupled with the 7% increase in the large game market.
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