Not exact matches
Seattle - based PopCap, meanwhile, was acquired by giant Electronic Arts in 2011 for $ 750 million, and Finland's Supercell, which currently rules the mobile roost with its hit
Clash of Clans, last month netted a cool $ 1.5 billion after Japanese telecom provider Softbank purchased a 51 % stake, which values the company at $ 3 billion — or
bigger than Zynga.
In June, Tencent Holdings Ltd, China's
biggest gaming group, agreed to buy a majority stake in
Clash of Clans mobile game maker Supercell from SoftBank Group Corp in an $ 8.6 billion deal.
The
biggest spenders on such ads are large makers
of online games such as King («Candy Crush»), Supercell («
Clash of Clans»), and Machine Zone («Game
of War»).
Last year, Tencent bought a majority stake worth $ 8.6 billion in Supercell, developers
of Clash of Clans and
Clash Royale, two
of the
biggest mobile phone games in the world.
Whilst
Clash of Clans is by far the
biggest revenue generator, the average revenue being generated per game in 2015 was around $ 760 million which is more than most games earn in their lifetime.
When you have a game that's as
big as
Clash of Clans, you tend to tread lightly and put all your focus on continuing your game's success.
Nearly two years on, and free - to - play games like Candy Crush Saga,
Clash of Clans and Puzzle & Dragons are the
biggest moneymakers on the app stores.
Having already made it
big in the free - to - play scene on iOS with
Clash of Clans, Finnish app development house Supercell may be headed to Android in the hopes
of scoring further success overseas.
The chart below shows that the simple real - time strategy game on mobile devices has grown faster than Supercell's other
big hit,
Clash of Clans, which launched in 2012.
It would be an understatement to say that Supercell hit it
big with
Clash of Clans.