The Games Business During and After the COVID-19 Crisis
summary
Mobile games show resilience: Omdia projects 2–3% extra annual mobile revenue from COVID, but much of the user surge is non-spending. Advertising already accounts for ~40% of mobile games revenue, so expect install campaigns to stay important even as brand budgets wobble. Examples: Pocket Camp downloads double to 5M in April while net revenue rises only 3%, board-game apps jump 29% and educational apps ~50% installs. Niantic pivots gameplay for home use and prevents a steep drop; prepare for more traffic, not more spend.
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chapters (17)
- 0:00Intro
- 0:50Omdia: Who are we?
- 1:52Games and COVID-19: Why is the games segment so robus
- 3:38Games and COVID-19: Companies expected to step into th
- 5:44Games-related acquisitions down 45% year-on-year
- 7:25Mobile game downloads boosted in lockdown
- 9:25Pandemic sees advertisers freeze and cut budgets
- 10:45Animal Crossing: Pocket Camp success factors
- 12:51Location-based AR games and COVID-19
- 13:58Niantic's Pokémon GO response to lockdown threat
- 15:06Mobile board game app downloads increase in 112
- 16:00Traditional games re-branded for the digital era
- 17:33Gauging the impact of COVID-19
- 19:24Case 1: "The Great Recession", USA, 2008 - Spend on Cons Content and Services
- 21:14Case 2: "The Sendai Earthquake Recession", Japan, 2011
- 23:31Key takeaways: Fundamental games market forces are mo to steer consumer habits than recession
- 25:34Questions?
