In Brazil and China consumers are spending the most on top games, report finds

When we hear gaming, the thing that generally comes to mind is a huge setup with 3 monitors RGB lights, and state-of-the-art CPUs, but what if we told you that Gaming isn’t necessarily all this extravaganza and at times all it needs is a good mobile phone and a working microphone.

Even though mobile gaming includes some of the biggest game franchises such as PUBG mobile and if we look at the global market then, it is very democratic. According to Data.ai’s intelligence, globally the games that come in the top ten constituted only 17% of the total market in mobile game consumer spending in the first half of 2022. In addition to that, 65% of the global market shares come from titles ranging from the ranks of 21 to 1000. This data gives us the idea that there is still hope for any newcomers in the market with lots of breathing space. While competition from other apps is still a huge factor it is not the one that decides the main value.

If we look at the regional results, they show that most of Europe and the United Kingdom also lean a bit towards the less popular games. As for the latter, the top games contribute only to 18%of the total consumer spending. This puts in the implication that for new and forthcoming titles there is a way to carve a place for them in the market shares despite them being out of the top 10.

However, in other places, there is a different story going on. In Brazil, 42% of the total consumer spending is in the top 10, and in China reaches 50%. If you are thinking of ever going into these markets some tools can help you overcome a lot of hurdles and correctly analyze and identify a lot of things.

But, hold on, if we talk about Sub-genres then it is not as hopeful looking as the regional ones. At the top is the Open World RPG and at the bottom is the Slot genre. In the Open World RPG genre, there is only one party up, Genshin Impact which leads with 100% consumer spending. On the other end, we are faced with Slots from where the top game only generates about 6% of consumer spending.

However, losing hope is not an option or even a possibility because there is a reason to be optimistic about both these two scenarios. As we said, the former is a very top-heavy market, and the con of this market is that when the users lose their interest in the given game or the hype dies down opportunity will automatically make its place in that particular market. As for the latter, it is the same a more dispersed market will lead to further and better opportunities for newer games to cement their place in the market.
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