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Top Grossing Mobile Games of 2022

Astrogamer

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This data comes from mobilegamer.biz via Appmagic
  1. Honor of Kings - $2,223M
  2. PUBG Mobile - $1,725M
  3. Genshin Impact - $1,561M
  4. Candy Crush Saga - $1,026M
  5. Roblox - $861M
  6. Coin Master - $820M
  7. Romance of the Three Kingdoms - $712M
  8. Pokémon Go - $703M
  9. Fantasy Westward Journey - $601M
  10. Monster Strike - $589M
This is the list of top 10 publishers
  1. Tencent - $6,377M
  2. NetEase - $2,290M
  3. Mihoyo - $1,718M
  4. Playrix - $1,652M
  5. King - $1,527M
  6. NCsoft - $1,216M
  7. Bandai Namco - $1,170M
  8. Supercell - $1,052M
  9. Zynga - $888M
  10. Roblox - $861M
 
Tencent owns Supercell, so altogether Tencent is at $7.4B. Wish the markets were segregated with China and without China, as China's rules force foreign companies to license their IP to basically Tencent and NetEase.

I would like to say without that, the global market, has most of the top companies relatively even, $1-2B.

One thing that has surprised me when looking at the data, despite the headlines all mentioning how huge the total mobile market is, on an individual level, the mobile publishers are quite far behind the big AAA console/PC publishers. Some can remember when there story was mobile gaming was going to replace console/PC gaming. The reality has been mobile is an additive market that allows the traditional pubs to leverage their IPs further.
  • Nintendo ~ $5.2B
  • EA ~ $5B
  • ATVI ~ $5B
  • T2 ~ $3.4B
  • Sony ~ $3B
  • Epic ~$3B
Also puts into perspective how huge Fortnite was at its peak, making $5.5B in a single year on consoles/PC.
 
if MS would acquire Activision Blizzard, I wonder how they will leverage King's hold. will they use it to augment the exposure of their Xbox IPs, or will King keep the course autonomously
 
This data comes from mobilegamer.biz via Appmagic
  1. Honor of Kings - $2,223M
  2. PUBG Mobile - $1,725M
  3. Genshin Impact - $1,561M
  4. Candy Crush Saga - $1,026M
  5. Roblox - $861M
  6. Coin Master - $820M
  7. Romance of the Three Kingdoms - $712M
  8. Pokémon Go - $703M
  9. Fantasy Westward Journey - $601M
  10. Monster Strike - $589M
This is the list of top 10 publishers
  1. Tencent - $6,377M
  2. NetEase - $2,290M
  3. Mihoyo - $1,718M
  4. Playrix - $1,652M
  5. King - $1,527M
  6. NCsoft - $1,216M
  7. Bandai Namco - $1,170M
  8. Supercell - $1,052M
  9. Zynga - $888M
  10. Roblox - $861M
Square Enix makes almost as much as Zynga in mobile games. Although overall revenue for both companies are similar ($2B range). Square Enix currently valued at $5.6B. Zynga was valued at $7.1B before T2 bought them for $12B (67% premium lol).
 
Tencent owns Supercell, so altogether Tencent is at $7.4B. Wish the markets were segregated with China and without China, as China's rules force foreign companies to license their IP to basically Tencent and NetEase.

I would like to say without that, the global market, has most of the top companies relatively even, $1-2B.

One thing that has surprised me when looking at the data, despite the headlines all mentioning how huge the total mobile market is, on an individual level, the mobile publishers are quite far behind the big AAA console/PC publishers. Some can remember when there story was mobile gaming was going to replace console/PC gaming. The reality has been mobile is an additive market that allows the traditional pubs to leverage their IPs further.
  • Nintendo ~ $5.2B
  • EA ~ $5B
  • ATVI ~ $5B
  • T2 ~ $3.4B
  • Sony ~ $3B
  • Epic ~$3B
Also puts into perspective how huge Fortnite was at its peak, making $5.5B in a single year on consoles/PC.
The cost and risk in doing a mobile game is far less, which is a major reason in addition to the profits.
 
Sensor Tower Rankings
I had not realized this but 4gamer has been posting SensorTower 2022 rankings in their weekly posts for the Japanese market. It's similar to appmagic's listed in the OP but there are some big differences
This is the top 10 games
RankTitlePublisherYoY%
1Arena of Valor/Honor of KingsTencent1%
2PUBG MOBILETencent-25%
3Genshin ImpactmiHoYo4%
4Candy Crush SagaActivision Blizzard16%
5RobloxRoblox-11%
6Coin MasterMoon Active-10%
7Pokémon GONiantic-25%
8Romance of the Three KingdomsAlibaba-8%
9Uma Musume Pretty DerbyCygames-17%
10Fate/Grand OrderAniplex-16%
This is the top 10 publishers
RankPublisherYoY%
1Tencent-6%
2Activision Blizzard7%
3NetEase-20%
4Playrix-12%
5Take-Two Interactive-13%
6miHoYo3%
7Playtika-4%
8Bandai Namco-8%
9Netmarble-24%
10NCSOFT4%
 
Tencent owns Supercell, so altogether Tencent is at $7.4B. Wish the markets were segregated with China and without China, as China's rules force foreign companies to license their IP to basically Tencent and NetEase.

I would like to say without that, the global market, has most of the top companies relatively even, $1-2B.

One thing that has surprised me when looking at the data, despite the headlines all mentioning how huge the total mobile market is, on an individual level, the mobile publishers are quite far behind the big AAA console/PC publishers. Some can remember when there story was mobile gaming was going to replace console/PC gaming. The reality has been mobile is an additive market that allows the traditional pubs to leverage their IPs further.
  • Nintendo ~ $5.2B
  • EA ~ $5B
  • ATVI ~ $5B
  • T2 ~ $3.4B
  • Sony ~ $3B
  • Epic ~$3B
Also puts into perspective how huge Fortnite was at its peak, making $5.5B in a single year on consoles/PC.
The Nintendo figure's low, their packaged software FGS alone will be near $5B annually. You add dlc, services, digital only software, as is included for the others like EA, T2, etc, and they'll be closer to $6b at least.

edit: Fornite's annual peak was $5.8B (2021) but that's all platforms? Where are you finding $5.5B for console+PC only?
 
Last edited:
This is the regional rankings from Sensor Tower. Missed that they already released the Japanese annual rankings but, they are from mid December 2021 to mid December 2022, instead of the calendar year for the rest of them.
US - https://www.4gamer.net/games/236/G023612/20230131049/
RankTitleYoY Change
1Candy Crush Saga6%
2Roblox-23%
3Coin Master-14%
4Royal Match136%
5Pokémon GO-15%
6Evony87%
7Clash of Clans-1%
8Homescapes-19%
9Bingo Blitz5%
10Jackpot Party8%
Europe- https://www.4gamer.net/games/275/G027528/20230207057/
RankTitleYoY Change
1Coin Master3%
2Candy Crush Saga31%
3Roblox-7%
4State of Survival-18%
5Gardenscapes-11%
6PUBG Mobile-26%
7Clash of Clans4%
8Homescapes-17%
9Fishdom10%
10Pokémon Go-30%
Japan - https://www.4gamer.net/games/456/G045622/20221221001/
RankTitle
1Uma Musume: Pretty Derby
2Monster Strike
3Fate/Grand Order
4Pro Baseball Spirits A
5Puzzle & Dragons
6Genshin Impact
7Dragon Quest Walk
8Pokémon Go
9Dragon Ball Z Dokkan Battle
10Knives Out
China - https://www.4gamer.net/games/275/G027528/20230215001/
RankTitle
1Arena of Valor (Honor of Kings)
2PUBG Mobile
3Genshin Impact
4Fantasy Westward Journey
5Romance of the Three Kingdoms
6League of Legends: Wild Rift
7Teamfight Tactics
8Crossfire Tactics
9One Thought
10Osaku
S. Korea https://www.4gamer.net/games/236/G023612/20230221001/
RankTitle
1Lineage W
2Lineage M
3ODIN: Valhalla Rising
4Lineage 2M
5Dungeon & Fighter Mobile
6Heroes of the Sky
7FIFA Online 4M
8Genshin Impact
9HIT2
10Roblox
 
Genshin's collapse on mobile in NA/Europe has been interesting to watch. The severity of the decline in the back half of 2022 is masked by a strong early 2022.
 
Got this source from a newsletter
This is the top 10 mobile games in Japan with estimated gross sales from Kadokawa ASCII
  1. Monster Strike: US$705M
  2. Uma Musume Pretty Derby: US$675M
  3. Fate/Grand Order: US$473M
  4. Puzzle & Dragons: US$319M
  5. Genshin Impact: US$286M
  6. Pro Baseball Spirits A: US$263M
  7. Dragon Quest Walk: US$215M
  8. Knives Out: US$185M
  9. Dragon Ball Z Dokkan Battle: US$182M
  10. Pokemon Go: US$173M

We also now know that these 10 games combined account for about a third of the Japanese mobile game market for 2022
 
Got this source from a newsletter
This is the top 10 mobile games in Japan with estimated gross sales from Kadokawa ASCII
  1. Monster Strike: US$705M
  2. Uma Musume Pretty Derby: US$675M
  3. Fate/Grand Order: US$473M
  4. Puzzle & Dragons: US$319M
  5. Genshin Impact: US$286M
  6. Pro Baseball Spirits A: US$263M
  7. Dragon Quest Walk: US$215M
  8. Knives Out: US$185M
  9. Dragon Ball Z Dokkan Battle: US$182M
  10. Pokemon Go: US$173M

We also now know that these 10 games combined account for about a third of the Japanese mobile game market for 2022

I was curious for something of a YoY but the website only has earlier data for some reason from 2019 before. So I went looking and only concrete data I could find was a 2021 article from Statistia: https://www.statista.com/statistics/1028613/japan-leading-mobile-games-by-sales/

image.png


Which may actually share similar data source but I cannot view their "source" link without an account, hah. Convert from billions of Yen to USD:
  1. Uma Musume Pretty Derby: US$977M
  2. Fate/Grand Order: US$691M
  3. Monster Strike: US$557M
  4. Puzzle & Dragons: US$394M
  5. Pro Baseball Spirits A: US$361M
  6. Dragon Quest Walk: US$344M
  7. Genshin Impact: US$294M
  8. Pokemon Go: US$287M
  9. Dragon Ball Z Dokkan Battle: US$203M
  10. Hochi Shojo: US$200M
These numbers roughly make sense from what I would have expected from 2021 and the trends into 2022 seem to match the market movements of the top hitters.

Also regardless of the movements of things outside of the top 2, the gap between the top and everything else remains largely unchanged and a massive gulf.
 
The likely source is probably the same as the one Serkan Toto gets this year's data from which would be the Famitsu Mobile Game White Paper. It looks like the previous editions are still available but it is only available physically (the regular Game White Paper has a eBook version). The link I posted has a link to the 2023 edition (https://f-ism.net/fgh/2023mobile.html) and if you just change the year, you can find the pages for the other years' books.

Edit: Looking around more, I found the ebook option with options for Bookwalker and Kindle
(2022 edition)
 
The likely source is probably the same as the one Serkan Toto gets this year's data from which would be the Famitsu Mobile Game White Paper. It looks like the previous editions are still available but it is only available physically (the regular Game White Paper has a eBook version). The link I posted has a link to the 2023 edition (https://f-ism.net/fgh/2023mobile.html) and if you just change the year, you can find the pages for the other years' books.

Edit: Looking around more, I found the ebook option with options for Bookwalker and Kindle
(2022 edition)


That would be a logical source, and not unlikely to be what both used for such a specific market subsegment.

Regardless of the immediate source, they tell a similar picture to what Serkan Tot was talking about in that once you leave the Top 2, and then the Top 3, you are dropping by hundred to hundreds of millions in revenue just from those three spots.

It does seem the market contracted quite a bit from 2021 to 2022, I wonder if this is a post-pandemic cooling. Almost every title is down a little to a lot except Monster Strike.
 
We generally see the drop off around the top 3 for most markets. In the US, there's probably a big drop off from just Candy Crush to Roblox and then another drop off after Royal Match to Pokemon Go, given that Pokemon Go does well in Europe and Japan as well.
There's also the massive inflation that happened last year. That inflation probably had a wider spread dampening effect on top of general pandemic cooling on luxury spending which probably cools off the mobile market a fair bit more.
 
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