Battle Royale in the video game: numbers words | Xbox One



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The SuperData site posted three slides on the Battle Royale numbers. We learn a few interesting things about this brand new phenomenon.

We learn that the Battle Royale has become unavoidable, almost mandatory for publishers in the space of one year (+ 625% of revenue between 2017 and 2018). The decision of Activision to trade the solo of Black Ops 4 against a Battle Royale mode is no longer a question!

The mobile also has its card to play in this market because it brought 29% additional revenue in 2018; so only in the space of 6 months. It's just huge. Fortnite and PUBG on mobile would have reported $ 65 million between them on a mostly young fanbase who has mainly evolved on this mobile ecosystem.

The site also states that the genre is not limited to FPS and can be quite focused on other styles of games such as the MOBA. Dota 2 and Battlerite would have actually introduced a Battle Royale mode. Another important clarification, 36% of the games that were played before the appearance of the genre were shooters. A statistic that allows, in part, to explain the success (the explosion?) Of two enemy brothers, Fortnite and PUBG.

SuperData also explains that the Battle Royale is not content to monopolize Twitch, but that is also able to eat new viewers rather than "steal" other styles of play. The hearings of League of Legends, CS: GO, Hearthstone and Overwatch have actually remained at a stable 54 millions of viewers while Fortnite and PUBG were in full swing until reaching 42 million viewers. It's simply dizzying.

Finally, we learn that games at younger audiences such as Minecraft, would suffer from the explosion of the Battle Royale. 57% to 66% of players would now spend less time depending on the age group.

Now, remains to be seen if the Battle Royale will finally be a shooting star or, on the contrary, if it is here to stay and be part of the long-term video game landscape

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