Enjoyed the benefits of the “home economy”, but faced the downside of the “home economy”. Today, it is not only the Chinese mobile game market that is experiencing a decline in revenue due to the impact of the general environment.
According to data released by MOBILE INDEX, since the outbreak of the epidemic in 2020, the transaction volume of the Korean mobile game market has experienced a downward trend for nearly a year (during the period, it fell to the bottom), and it will usher in a step-by-step increase in 2021, and reached in November last year. The peak, and then entered a dynamic decline situation.
As of September 2022, the transaction volume of the Korean mobile game market fell below 600 billion won, even lower than in January 2020.
Divided by channel, Google Play, as the big brother in the Korean mobile game market, still leads the way in revenue, and achieved a mobile game transaction volume of 1.2085 trillion won in the third quarter of 2022. For comparison, the mobile game transaction volume of the ONE Store and App Store in the third quarter of 2022 was 249.1 billion won and 209.6 billion won, respectively.
Specifically for games, in September 2022, according to the ranking of transaction volume, the top 1-3 mobile game revenue accounted for 26.4% of the overall revenue of the top 100 mobile games, down from January 2022 8.3%. The revenue share of mid-waist mobile games is on the rise.
By category, compared with September 2022 and January 2022, the dominance of role-playing games is gradually declining, and the transaction volume in September 2022 is about 250 billion won, down 25.4%. On the contrary, the adventure category, simulation category, and spinach category achieved relatively obvious growth, and the simulation category increased by 65.5%.
The decline in revenue, in addition to players becoming more cautious about krypton gold, has a greater relationship with the decrease in Korean mobile game users.
Data shows that in January 2022, the number of mobile game users in South Korea reached 24 million, and then it fluctuated and declined. By September 2022, the number of mobile game users in South Korea dropped to about 23 million.
Specifically, compared with January 2022, the number of role-playing, strategy, action, and simulation users all declined to varying degrees, and the number of role-playing users was about 5.5 million. On the contrary, only the number of users in the adventure category has grown against the trend, with an increase of 37.3%, and the number of users is about 5 million.
For manufacturers going overseas to South Korea, the competition in the Korean mobile game market should become more and more fierce in the next period of time. Manufacturers also need to make more adequate preparations, provide better products and more differentiated experiences, and wait for bottoming out. The day of the rebound.