Overall growth was offset by a decline in
casual games revenue, driven by a shift of casual games and gaming hours to mobile.
Not exact matches
During the company's recent investor's call, it was revealed that the
casual games giant had increased its
revenue by 30 % year - over-year.
At
Casual Connect Asia, this panel of experienced
game publishers in Southeast Asia will discuss strategies for growth and
revenue in the region.
Mobile gaming is still the biggest platform at 42 % of the market, and looks to be taking a bite out of the PC space, with PC
revenues declining across browser
games (down 9.3 %, as
casual PC
gamers leave for mobile), and boxed / downloaded
games (down 1.3 %).
With Candy Crush Saga, King has shown that
casual games can not only generate huge amounts of
revenue, but also that they can have long legs, which is clearly the holy grail of the
game industry.
In this panel at
Casual Connect Europe, billion - dollar global
game publisher - investors explained the investment criteria, routes to M&A and actual value delivered in greater
revenues and profits.
At
Casual Connect USA 2017, Brandon stated that if you've got a
game that's portable to modern platforms, you've got a
revenue stream.
In terms of spending, core
game genres are leading the charge, yet
casual games also generate
revenue.
«While much of the
casual game usage has migrated from PC to the mobile platform, the high quality client - based MMOGs andhard - core webgames continue to generate strong
revenue in China's enormous
games market.»