Pokémon Go has generated over $500 million in revenue and is anticipated to make a billion dollars by the end of the year, according to a new report from business intelligence firm App Annie. The game is just over 60 days old—after first debuting on July 6—and is now the fastest game to have reached $500 million in revenue, despite a continued decline in both downloads and usage.
“Now, after debuting in early July, Pokémon GO has surpassed $500 million in worldwide customer spending for billion in revenue by the end of 2016, as we predicted the month of its launch.”Store,” reads the App Annie report. “This puts the game solidly on track to hit $1
That $500 million may sound like a lot of money (okay, it is a lot of money). Still, it gets split among developer Niantic, the Pokémon Company, Nintendo, and app-store owners Apple and Google. Apple and Google take a 30 of all in-app purchases. Of what’s left, the breakdown is a bit more convoluted since both Nintendo and company Alphabet have ownership stakes in Niantic. Nintendo owns a third of the Pokémon Company. One early estimate put Nintendo’s total take at no more than 10 percent.
This isn’t the first milestone for Pokémon Go, as the app was quick to set records from being the most downloaded app in the first week of an app release to the fastest app to reach 50 million installs on Google Play. The app’s ability to set records should come as no surprise since Niantic Labs found that Pokémon Go has been downloaded 500 million times worldwide.
The App Annie report also found high retention rates by looking at Android users. “We looked at the top Android phone apps by monthly active users (MAU) in the US to see which games had the top 30-day retention rates,” reads the report. “While Pokémon GO is behind the highly addictive Words With Friends, it is ahead of mega-hits Clash of Clans, Clash Royale, and Candy Crush Saga.”
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Echoing these findings is engagement data from mobile app intelligence firm SensorTower, which found that Pokémon Go players spent an average of 32 minutes on the game in August, down only slightly from 33 minutes back during the game’s July peak. Time spent on the game is higher than that on popular social media platforms (users spend an average of 22 minutes on the Facebook app, 18 minutes on Snapchat, and 17 minutes on the Twitter app). Still, lower than other games like Game of War and Candy Crush Saga—users spend an average of two hours a day on the former and 43 minutes on the latter Unique Press.
In fact, reaching the $500 million mark in such a short time is a significant accomplishment when considering how much time players spend on games like Candy Crush and how long it took the mobile game to make $500 million in revenue—200 days. Games like Clash of Clans and Puzzle & Dragons took over 400 days.