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2016 is mobile gaming's biggest year with $91 billion revenue

Posted: , by Luis D.

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2016 is mobile gaming's biggest year with $91 billion revenue
Did you play a lot of mobile games this year? It seems you have have, because according to market intelligence company SuperData Research, 2016 was the biggest year in mobile gaming, generating a whopping $91 billion in revenue. The agency counted 2.6 billion monthly active users, with the majority of the spending contained within the Asia-Pacific region. Mobile gaming is yet to reach its eclipse, however. Global revenue is expected to increase further in the next three years. What's more, as revenue increases, an increasing number of games will be treated to the high production values and marketing spend models characteristic of console games.

Of course, the industry already has its indisputable blockbusters in light of games such as Monster Strike and Clash of Clans, titles that managed to earn billion dollar revenues. However, this year's runaway hit is Pokemon Go, which racked up earnings of $788 million. At the same time, the highly anticipated Super Mario Run earned $14 million in just three days, although its freemium nature might discourage steady ongoing profits.

2016 wasn't a breakthrough year for virtual reality, though, as it only earned publishers around $2.7 billion. VR revenues are expected to go up to $17.8 billion in 2019. Meanwhile, augmented and mixed reality made around $1 billion and $100 million, respectively. The VR market is poised for rapid growth in the coming years, as more people and brands embrace the format. VR headset shipments were dominated by the Samsung Gear VR, which saw 2.3 million units shipped.

The Samsung Gear VR became the world's best-selling VR headset.

The Samsung Gear VR became the world's best-selling VR headset.


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posted on 28 Dec 2016, 00:35

1. Ticklemyfancy (Posts: 183; Member since: 09 Oct 2016)


That's why the old classic games are making a comeback to mobile, to pander to the then younger generation's nostalgia and cash in on it .

posted on 28 Dec 2016, 00:36

2. Ticklemyfancy (Posts: 183; Member since: 09 Oct 2016)


Sorry for bad english

posted on 28 Dec 2016, 01:04 1

3. trojan_horse (Posts: 4167; Member since: 06 May 2016)


^ Ah, but your English is just fine enough to be understood.

posted on 28 Dec 2016, 01:10 1

4. trojan_horse (Posts: 4167; Member since: 06 May 2016)


"VR headset shipments were dominated by the Samsung Gear VR, which saw 2.3 million units shipped."

Samsung is set to just about rule the mobile VR industry. This could prove to be another stronghold for Samsung in the foreseeable future.

posted on 28 Dec 2016, 01:26

5. quakan (Posts: 1395; Member since: 02 Mar 2011)


I sense that VR will fade away from consumer interest the way 3D did several years ago.

posted on 28 Dec 2016, 03:44

6. Back_from_beyond (Posts: 112; Member since: 04 Sep 2015)


I disagree, 3D gaming was only half-assed on consoles that could barely run it at a decent resolution, VR on the other hand is getting a much needed boost from the updated consoles like the PS4 Pro. Qualcomm is hard at work to make sure its GPUs are more than capable of VR support at high resolutions, even Apple is working on a VR/AR solution. So unlike 3D gaming which never received much if any support from any manufacturer, VR/AR is getting that much needed boost to become widely accepted.

posted on 28 Dec 2016, 06:02

7. Sidewinder (Posts: 508; Member since: 15 Jan 2015)


Tango devices seem to be the future of VR. It's an interesting concept which has a lot of practical applications.

posted on 28 Dec 2016, 18:33

8. KingSam (Posts: 515; Member since: 13 Mar 2016)


I don't think so. 3D us nowhere near as immersive and the level of investment in VR will keep it improving.

posted on 26 May 2017, 00:22

9. george10 (Posts: 3; Member since: 26 May 2017)


Very interesting! Please try my game Beast Smash for Android. It will reminds you to New Super Mario Bros play.google.com/store/apps/details?id=com.jahd.ret​​rex

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