Mobile eSport Gaming = Venture Capital?

Mobile app stores are similar to a virtual retail store environment. And they are drawing in thousands of new users every day. The mobile app concept is still fresh and new enough that people treat it like they are children visiting their first candy store. The app stores are roughly 10 years old and, in my opinion, only about halfway though the maturity cycle in their current state. Global mobile app installs increased 35% from 2016–18 from 143Billion to 195 Billion, according to App Annie, and are predicted to continue increasing alongside the use of mobile devices which are currently…

Fortnite. League of Legends. Overwatch.

eSports is taking the world by storm, viewership, advertising and revenue generated from this vertical is at an all-time high. Although this is great news for eSports, the largest customer base in eSports and mobile gaming is being overlooked: female gamers.

In general, female gamers have a higher retention rate, make more in-app purchases and have a higher customer lifetime value than their male counterparts. It’s time for the electronic gaming industry to recognize and focus on female gamers because their influence and size is increasing significantly.

There is a Real Sustainable Market Full of Female Gamers

Although female gamers make up a significant sector…

Mobile gaming and eSports are ripe for disruption, and for a forward-thinking company willing to innovate and test alternative markets and business models, this presents a massive opportunity.

Decades of experience working as a branding and marketing expert in eGaming have allowed me a front row view of what trends game developers, publishers, and advertisers are clamoring for. It’s also allowed me to see what customer segments of the market have languished on the periphery of the gaming industry for close-minded reasons that have less to do with hard facts and more to do with prejudiced assumptions. …

App selling platforms like Apple’s App Store and Google Play use three Geo-specific Tiers to divide up the mobile market and sell apps around the world. Tier 1 unapologetically skews toward Western, fully industrialized nations while Tiers 2 and 3 comprise markets in the developing world.

Historic presumptions about which consumers will buy particular products, along with the promise of higher profits when selling to Tier 1 regions, leads to developing markets being ignored by many startups, including app developers.

What potential impact does this have on the diversity of mobile games that make it to market? What happens when…

Image by TheDigitalArtist.

Both blockchain and mobile gaming are disrupters in their respective spaces, but what would happen if like a Marvel / DC mashup, these two joined forces? Well it’s safe to set aside fantasy and speculation because this movement is happening right now, and I predict a massive wave of profitable adoption and inclusion on the horizon.

Blockchain and Mobile; A Symbiotic Journey to Mass Adoption?

Blockchain is the buzzword of the moment in global Fintech circles and many are comparing its debut to the premier of the Internet decades ago. …

Angry Birds by Rovio Entertainment, Grand Theft Auto by Rockstar Games. Business of Apps.

As mobile gaming continues its impressive march toward becoming a $200 billion-dollar industry, companies playing in this space are launching products that aim to maximize profit and capitalize on new opportunities while also striving to meet consumer demand. This has led to the emergence of three distinct genres in mobile gaming; two at polar opposites, and one flirting with building a niche in the middle, but which is the best revenue model? Let’s take a look.

Three genres of mobile gaming: Hardcore, Midcore and Casual

In terms of game design, Hardcore games can be considered the highest benchmark on the quality vs quantity scale. These are immersive games that…

Though recent stats show mobile app abandonment is on the decline, there’s still a long way to go before we can claim victory. There are few other industries where a 70% — 80% loss of customers is accepted as business-as-usual. A few years ago app makers focused on acquisition numbers as the gold-standard KPI (key performance indicator). However if after 90 days you only have 20% of those users still engaging your app, the wrong metric is being given scrutiny.

The recent decline in mobile app attrition rates (however small) shows that some mobile app makers are starting to pay…

Jeff Donnelley

I’m an expert in Mobile Gaming, iGaming, and eSports. I work with investors and developers in the gaming industry. Learn more:

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