2016 MOBILE AND VR GAMES YEAR IN REVIEW

2016 MOBILE AND VR GAMES YEAR IN REVIEW - Unity & Superdata research

The global mobile games market continues to grow from strength to strength. Quality, play duration, choice and above all continued adoption of mobile gaming from every demographic (yes, your Mums and Dads are playing mobile games too) presents massive opportunities for brands who are looking for engagement, ROI and consumer connection above just simply ‘brand awareness’. But please note; consumers like games in their games, not ads. Here are some key takeaways:

  • The mobile games market earned $40.6B in 2016 — the equivalent of global box office sales for the year.
  • Unlike most other entertainment media, mobile gamers logged on in Q4 2016 an average of three times a day, spending 10 minutes playing each time.
  • Android gamers account for almost 80% of the global market.

For VR, the picture is even rosier; in it’s first commercial year Virtual Reality made $1.8B. With Samsung winning the biggest market share with its Gear VR and Sony Playstation’s VR ‘flying off the shelves’ to the turn of 1M units by December 2016. It’s very early days, but VR in gaming will lead the charge into other areas of consumers lives.

To download the Unity/Superdata research, click here: Unity-Superdata-2016-Mobile-and-VR-games-year-in-review

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