Market Opportunity in Casual Web3 Gaming
Average Income
Advertising and Freemium:
Revenue per user: Based on in-app purchases and ad interaction, this ranges from $0.05 to $2 each month. An illustration of a profitable game is Candy Crush Saga, which has 250 million active monthly users and brings in roughly $1.5 billion annually.
Memberships: Monthly revenue per user: $5 to $15. An illustration of a game with a subscription service is Roblox, which charges $5 to $20 a month for its Roblox Premium subscription service. Count of Participants:
Millions of people can play casual games because of their accessibility and wide age range. There are anywhere between 10 million and 250 million monthly active players in a popular casual game.
Platform Games
Average Revenue per Purchase:
One-time: $20 to $60 is the average revenue per game, depending on the platform and title. An example of a profitable game would be Hollow Knight, which brought in between $60 and $90 million when taking into account that each copy sold for an average of $20 to $30. Extra Information and Mini-Transactions:
Revenue per user: Depending on the amount and cost of DLCs or microtransactions, this can be anything from $10 to hundreds of dollars. An illustration of a game incorporating microtransactions is Fortnite, which made $9 billion in two years from player purchases. In some versions, the game was also categorized as a platform game.
Number of Players: Players who play platform games tend to be more devoted despite their smaller player bases. The number of monthly active players in a popular platform game might range from one million to ten million.
Comparative in Numbers
Aspect
Casual Games
Platform Games
Revenue per User
$0.05 - $2 per month (freemium and advertising)
$20 - $60 per one-time purchase
Revenue per User
$5 - $15 per month (subscriptions)
$10+ per DLCs or microtransactions
Active Players
10M - 250M
1M - 10M
Example of Revenue
Candy Crush Saga: $1.5B/year
Hollow Knight: $60M - $90M (3M copies)
Example of Revenue
Roblox: millions with subscriptions
Fortnite: $9B in 2 years (microtransactions)
Last Insights
Casual Games: Count more on a big player base to bring in a sizable sum of money from a variety of tiny revenue streams.
Platform games: Can make a substantial amount of money with a smaller and more devoted player base, and they have a higher average ticket price per player. Both kinds of games have their advantages and profitable approaches, but it's critical to match the approach to the kind of game and the intended market.
And how can this help Web3 enhance its positive aspects?
Greater Average Ticket Size: Casual games can raise the average ticket size by including Web3 features since players are more inclined to invest in things they own and may trade or sell. Player
Retention and Engagement: By providing ownership and earning options, Web3 can improve player retention and engagement, which will result in a player base that is more devoted.
Market Expansion: The market for casual games may grow if Web3 can draw in a new group of gamers who are enthusiastic about cryptocurrencies and blockchain. All things considered, Web3 technologies have the power to completely change how casual games are monetized, resulting in increased profits and more engaging player interactions.
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