Gamma Data: Casual Gaming Development Report
This week, Gamma Data released the “Casual Gaming Development Prospect Report”, which focused on the market status, user scale, user attributes, and corporate layout of Casual Gaming in China.
The report provided an in-depth analysis of the status of Casual Gaming products, monetization models, and the commercialization prospects of Casual Gaming in various fields such as R&D characteristics and customer acquisition.
Casual games refer to the type of games where the users can participate in competitive attributes such as confrontation and ranking with their spare time-fragments. These games are usually simple to operate and have a relatively fixed duration per single game segment.
According to the report, the market size of casual games in China in 2020 was $1.6 billion USD, with an estimated goal of $1.7 billion USD in 2021, with an increase of nearly 8% year-on-year. Over 80% of leading casual games in 2020 will see a turnover exceeding $15 million USD, these casual games turnover has surpassed the performance of some medium to heavy esports game products.
However, due to its “leisure” element and the lack of actualization methods, a clearer business model is needed for the follow-up developments. Gamma Data believes casual games have not ushered in explosive growth even with the number of its users is due firstly to the slow update iteration of its lead products. Secondly due to the nature of the “leisure” element, the lacking in fields such as the fullness of gameplay and the competition ecology, which can easily lead to the dropping of users.