Fortnite was removed from the App Store and Google Play on August 13, 2020, after implementing its own payment system. It had generated over $1.2 billion in revenue, mostly from iOS, and 144 million downloads. Its departure leaves a major gap in the mobile battle royale market, which is dominated by PUBG Mobile ($3.5B).
In 2020, Fortnite earned $293M, with $283M from the App Store. In the U.S., it ranked first with $181M. Competitors like Call of Duty: Mobile saw a 69% revenue increase after its removal, but it's unclear if any title can fully replace Fortnite's cultural impact.
Only 2% of App Store games revenue comes from publishers earning under $1M. Apple's new 85/15 split for small developers benefits few, while top earners (2.7% of publishers) account for 97.4% of revenue.
August mobile gaming saw stable revenue at $6.57B and downloads at 3.76B. Honor of Kings led revenue through major events, while Tencent titles accounted for 5 of top revenue growth spots, driven by China. Download trends highlighted open-world crime games (Gangstar Mirage City), ASMR unboxing (Mystery Dumpling), and casual vehicle titles, with high growth in India, Brazil, and Turkey. For ad ops, seasonal events, limited-time cosmetics, and localized partnerships are key to engagement; emerging genres and fast-growth markets present new user acquisition opportunities. Live-ops pacing is critical for monetization.
Pokémon GO earned $1B in first 10 months of 2020, its best year yet. Despite pandemic, it thrived with stay-at-home features. US leads revenue at $1.5B. It ranks No.3 in global player spending.
Japan's mobile gaming market remains a revenue powerhouse, generating over $10B in IAPs in the past year despite a slight decline. Downloads are down, but engagement is stable, indicating a mature, high-value audience. Gaming ranks third in Japan's digital ad spend, with the ad market at record highs. Ad ops teams should align with major events and new releases for monetization spikes, balance casual puzzle UAC for volume with strategy/RPG for LTV, and consider cross-platform campaigns.
TikTok faces potential U.S. ban, leading to a 361% surge in installs for competitors Triller, Zynn, Dubsmash, and Byte. TikTok's global installs declined 25% in July. Competitors capitalized on uncertainty, with Triller and Byte seeing massive week-over-week growth. The situation mirrors India's ban, where rivals like Snack Video and Likee gained traction. ByteDance's challenges create opportunities for other apps to grow audiences.
September mobile gaming softened overall but delivered clear live-ops wins. Global consumer spending hit $6.13B, down 7% MoM, with the US at 28.7%, China iOS 15.7%, and Japan 12.4%. Downloads reached 3.56B, down 5.2%, led by India at 16.2%. ROBLOX topped downloads and revenue growth; Honor of Kings stayed strong via seasonal content; Candy Crush and Pokémon GO used music, celebrity, and event-driven engagement. For ad ops, prioritize event-aligned UA/retargeting, IP collaborations, seasonal battle passes, and localized creatives for US/India/Brazil. Monitor launch spikes from Bus Fever Party!, Honor of Kings Chess, and Brain Puzzle 3 to time bids and creative refreshes.
Contact tracing apps in 13 populous countries have about 9.3% adoption. Australia leads with 21.6%. Germany's app reached 10.4M downloads in a month. India has most total downloads at 127.6M.
Mobile CPI and app store fees are eroding ROAS, making web gaming a viable acquisition channel. Full Unity-to-HTML5 ports now deliver 30-50% lower CAC and avoid 15-30% store revenue cuts via web payments. Measurement parity is here: AppsFlyer enables independent attribution, conversion signals, and unified reporting. Retention can improve; one strategy title jumped from 6-7 minutes mobile to 70+ minutes web. Best fit: deep RPG, strategy, puzzle, story games, not hypercasual. Action: audit catalog, pilot web ports, link accounts cross-platform, and use owned media to drive high-intent web users.
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