November 2020 Mobile Gaming Study
November 2020
Mobile Gaming Study
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Contents
Mobile Gaming Attitudes
Mobile Gaming Monetisation
Game Engagement
Game Streaming
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MarketCompleted
Interviews
US 1,046
UK 1,060
France 1,022
Germany 1,015
Australia 1,008
Markets studied and field schedule
Fieldwork took place between
5th – 18th November 2020
▸ We collected data from a sample of 5,151 mobile gamers, including those interested in mobile gaming, between the ages of 16-45.
▸ We collected roughly 1,000 completes in 5 markets (see breakdown to the right).
▸ We set quotas and weighted the data by age/gender (interlocked) based on a profile of mobile gamer in each market.
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Gaming Attitudes
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Address concerns around cost transparency to increase usage
• 1 in 4 mobile gamers are dissatisfied with the transparency of mobile costs
• And 1 in 4 also state that their perception of how fair a mobile game publisher is in monetising a game
has a major impact on whether they purchase
Make more use of interactive ads and reward task ads
• Interactive ads and reward task ads have the lowest awareness but are more liked by mobile gamers
• Reduce usage of screen-takeovers and banner ads, as they are seen more but liked less
Be fair in offering multiple ways to gain in-game items
• If asked which is more acceptable between paying or viewing ads to gain in-game items, people tend to
go for viewing ads
• Viewing ads is seen as most acceptable for gaining extra lives, while people find purchasing in-game
currency and skins/cosmetics more acceptable (but still not as acceptable as viewing ads)
• Yet when asked preference, most mobile gamers prefer to win in-app items with skill over paying or
viewing ads, so make sure you offer a fair challenge to those who don’t want to pay/view
Making the most of monetisation
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High levels of satisfaction seen
about mobile games generally,
but there are concerns being
voiced around the transparency
of costs and value for money of
mobile games
NET
Dissatisfied
Net
Satisfied
27% 48%
21% 53%
17% 62%
16% 65%
15% 60%
9%
7%
4%
4%
4%
17%
14%
12%
11%
11%
25%
27%
22%
19%
24%
30%
33%
38%
42%
40%
18%
20%
24%
23%
21%
Transparency of mobilegame costs
Value for money of mobilegames
Easily finding mobile gamesyou want to play
Quality of mobile games
Mobile games offering a fairchallenge
Very dissatisfied Somewhat dissatisfied Doesn’t matter to me
Somewhat satisfied Very satisfied
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▸ Satisfaction with the following areas of
the mobile gaming
Global View
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Nearly 1 in 4 state that their
perception of how fair a mobile
publisher is on monetisation has
a major impact on their decision
to purchase or use a gameNET
Satisfied
61%
73%
65%
55%
48%
64%
19%
13%
17%
24%
22%
19%
20%
14%
18%
22%
30%
17%
38%
35%
43%
38%
35%
41%
23%
38%
22%
17%
14%
23%
All Markets
US
UK
FR
GER
AUS
Not at all - I only think of the quality of the game itself Barely Somewhat A great deal
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▸ To what extent does the fairness of
how a game publisher handles
monetisation affect your likelihood of
buying their games?
Global View
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46%Of those that think developers are
not offering a fair challenge, state
that mobile gaming developers
are making games harder so you
have to pay to win. 19%
The gaming developers aremaking games harder, so
you have to pay to win
Gaming developers don'tcare about the game, theyjust want to make money
I just want to enjoy games,not lose all the time
There are too many bugs inmobile games, stopping me
completing them
I like the challenge but amnot very good at games
Other reason
Why are you dissatisfied with the fairness of
mobile games?
Awareness of mobile ads (amongst those
that played games with ads)Extent to which like/dislike types of advertising
Rewarded ads (watch a video ad or view a static ad to
obtain in-game rewards such as extra lives or levels etc.)
Screen takeover ads (ads you have to watch or view the
ad for a certain amount of time before you can skip it).
Banner ads (a static ad that is placed within the game or
on a ticker at the bottom of the screen)
Playable or interactive ads (a mini game within a game –
usually with a link to another app at the end )
Rewarded task ads (complete a task such as filling in a
survey or giving an opinion in order to obtain rewards
within the game)21%
27%
32%
44%
17%
29%
31%
33%
26%
29%
50%
41%
35%
30%
54%
Dislike Neither Like
Game developers could make more of playable/interactive ads and
rewarded task ads as they have high likeability but lower awareness
60%
58%
53%
50%
44%
Global View
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Game Monetisation
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Use free games to reach the wider market – great for if you’re a smaller developer
• Free to play with ads OR with in-app purchases are the types of model that most people tend to play
• Mobile gamers tend to avoid games that use multiple ways to monetise (such as combining pay to
download with in-app purchases)
• Pay to download with in-app purchases was seen as unacceptable as a way to pay amongst 30% of
mobile gamers
You can capitalise on greater engagement with pay to play games when you’re more established
• There are fewer multi-payment, pay to download gamers and subscription gamers, but they tend to play
more of those types of games
Think about optimising your in-game purchase offering
• Only 59% of those that played games with in-app purchases in the last 12 months actually made a
purchase
• If you optimised your payment model using concept testing, you could encourage engagement and
increase revenue over time
Which models to use when
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41%
41%
43%
34%
19%
25%
17%
43%
43%
42%
45%
49%
50%
48%
16%
16%
16%
21%
32%
26%
35%
I try to avoid these games
Has no impact on my game selection
I try to play more of these games
Global View
Free to
download
games
Free to download with
ads and without in-
app purchases
Free to download with
ads and with in-app
purchases
Free to download
without ads and with
in-app purchases
Pay to
download
games
Pay to download
without in-app
purchases
Pay to download with
in-app purchases
Subscription
games
Subscription to play
downloaded games
Subscription to play
streamed games
NET
Impact
19%
1%
13%
-13%
-27%
-25%
-26%
A large minority of people
actively avoid having to pay
for mobile games, while free
to play games with ads are the
most likely to encourage
people to play
▸ And which of the below best
applies to the impact the
monetization model has on your
selection of a mobile game?
Free to
download
games
Pay to
download
games
Subscription
games
Average number of games played this way in the last 12 months?
(of those that play games this way)
53%
51%
45%
25%
23%
19%
16%
Free to download with ads and withoutin-app purchases
Free to download with ads and with in-app purchases
Free to download without ads and within-app purchases
Pay to download without in-apppurchases
Pay to download with in-apppurchases
Subscription to play downloadedgames
Subscription to play streamed games
Types of mobile games played over the last 12 months?
6.3
6.8
6.4
6.9
7.4
8.0
8.2
Free to download with ads andwithout in-app purchases
Free to download with ads and within-app purchases
Free to download without ads andwith in-app purchases
Pay to download without in-apppurchases
Pay to download with in-apppurchases
Subscription to play downloadedgames
Subscription to play streamed games
While free to play is more popular, you shouldn’t ignore the paid
market, people who pay to play games or subscribe to games on their
mobile tend to play more of them than free ones
Global View
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Game Engagement
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There are many gaps in the market across genres
• Across all genres around half of those interested in a genre haven’t actually played a mobile game in
that genre
There are many genres where you can address unmet needs
• When asked if it was easy or hard to find games across genres, we found that Adventure, Racing,
Strategy and Simulation/Management and Music games had high interest levels but around 1 in 4
found it hard to find games they liked for them
• Role playing, Action and Location based games had slightly lower interest but many also found it
hard to find games in those genres (again at least 1 in 4)
Do research to understand how to meet unaddressed needs
• We can target those people who find it hard to find games to better understand what types of games
they want to play in those genres, and what the barriers are to finding those games
Where are there gaps in the market
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Dice and Board, Trivia, Adventure,
and Simulation Management
games have high levels of people
who are interested but don’t
currently play on mobile
Mobile game companies could do more to tap
into unrealised demand across game genres
Global View
30%
30%
28%
36%
34%
35%
35%
41%
36%
39%
35%
37%
39%
39%
33%
16%
21%
24%
20%
23%
23%
27%
24%
29%
26%
31%
30%
28%
30%
42%
46%
51%
52%
56%
57%
58%
62%
65%
65%
65%
66%
67%
67%
69%
76%
Educational (e.g. Disney Junior Play…
Casino (e.g. Bingo etc.)
Sports (e.g. FIFA Mobile etc.)
Music (e.g. Piano Tiles etc.)
Role Playing (e.g. Dungeon Hunter etc.)
Location Based Augmented Reality…
Racing (e.g. Need for Speed etc.)
Dice & Board (e.g. Monopoly etc.)
Strategy (e.g. Hearthstone etc.)
Simulation & Management (e.g.…
Action (e.g. Call of Duty etc.)
Card (e.g. Solitaire etc.)
Adventure (e.g. Walking Dead etc.)
Trivia & Word (Words with Friends etc.)
Puzzle (e.g. Candy Crush Saga etc.)
Interested in playing but haven’t played Play
Engagement with each of the below mobile game genres …
Action
Adventure
Card
Casino
Dice & Board
Educational
Location Based Augmented Reality Games
Music
Puzzle
Racing
Role Playing
Simulation & Management
Sports
Strategy
Trivia & Word
Viewing or paying for items in games are
generally more accepted in the US, UK and
AUS. Mobile gamers in France were more
against paying for these items.
Creating better targeted Role Playing, Adventure, Action, Strategy, Racing
Simulation and AR games will help satisfy demand that isn’t being met
currently in those genres
Inte
reste
d in
Pla
yin
g
Can’t find the games I want
people who are
interested in or play Role
Playing and Adventure
games struggle to find a
game they want to play!
1 in 4
Interested in mobile games vs
can’t find the games I want.
High interest and easier to find
Low interest and easier to find
High interest and hard to find
Low interest and hard to find
Global View
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Game Streaming
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Game streaming is set to grow
• We see low levels of usage of brands such as Xbox Game Pass Ultimate, Google Stadia and Amazon
Luna amongst mobile gamers
• But 1 in 5 who are aware of game streaming state they intend to use Xbox Game Pass and Google
Stadia soon, there is potential growth amongst all streaming brands
More people aware of streaming prefer it to game downloads
• Of those aware of streaming, 35% stated they prefer to stream games vs. 29% who stated they prefer to
download games
• Those who prefer to stream tended to see streamed games as better quality, better value, and offering
more variety than downloads
• The main reason people preferred downloads was because they didn’t like paying for subscription
services or they worry about streaming quality – though these perceptions might change as
subscriptions and streaming become more mainstream
What is the potential impact of streaming
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We see a slightly higher preference for
streaming (amongst mobile gamers aware of it),
and having better quality games, more variety
and value for money are key reasons for that
streaming preference: 36% see it as the future!
▸ Which games do you think are more appealing?
(of those aware of streaming services)
prefer downloaded games, with
the majority saying they do not
like paying subscription fees.
17%
18%
37%
14%
15%Much preferdownloaded appstore games
Somewhat preferdownloaded appstore games
Both seem equallyappealing
Somewhat preferstreaming servicegames
Much preferstreaming servicegames
prefer streaming games. The
top 2 reasons for this was
access to better quality games
and better value.
42%
40%
37%
36%
33%
18%
16%
0%
Better quality games
Better value for money
More variety of games available
It's the future of gaming
I prefer console or PC games to mobilegames
I don't agree with how app store games aremonetized
No games I like on the app store
Other
▸ Why do you prefer streaming games
35%
29%
Global View
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People who prefer downloaded games cite the
fact they don’t like paying for subscriptions or
worrying about stream quality, but these
attitudes might change as streaming becomes
more mainstream
▸ Which games do you think are more appealing?
(of those aware of streaming services)
prefer downloaded games, with
the majority saying they do not
like paying subscription fees.
17%
18%
37%
14%
15%Much preferdownloaded appstore games
Somewhat preferdownloaded appstore games
Both seem equallyappealing
Somewhat preferstreaming servicegames
Much preferstreaming servicegames
prefer streaming games. The
top 2 reasons for this was
access to better quality games
and better value.
▸ Why do you prefer downloaded games?
35%
29% 56%
35%
34%
33%
31%
24%
12%
9%
7%
2%
Don't like paying subscriptions forgames
Don't have to worry about streamingquality
Prefer games specifically for mobile
More variety of games available
Better value for money
Better quality games
It's the future of gaming
I don't like PC or Console games
No games I like via these services
Other
Global View
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Ask for the full report to gain further insights…
▪ Which mobile gaming brands are perceived as fair?
▪ Which types of ads are currently not utilised enough?
▪ Which types of in-game items do people prefer to win by skill, see
an ad for, or pay directly for?
▪ Which mobile games brands are not converting awareness to
usage?
▪ Which mobile games brands have the most loyal user-bases?
▪ To what extent is streaming games to mobile set to grow?
▪ Which streaming brands are mobile gamers using?
▪ How much time are mobile gamers spending on mobile vs. other
platforms?
▪ What is the device/demographic/game type profile of mobile
gamers?
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