Winners & Losers: Supercell’s Clash of Clans Tripled Its U.S. Marketshare, Report Shows

Author:Clash of Clans Release time:2013-4-25 13:52:39 hits:847

 Clash of Clans, the title that’s made Finland’s Supercell the new darling of the mobile gaming industry, has doubled its marketshare among U.S. iPhone users over the last six months, according to Onavo, an app tracking company that can actually see active usage. The data is part of a monthly report Onavo does on winners and losers in marketshare — which is defined as the percentage of U.S. iPhone users who open an app at least once in a 30-day period.

The last time Supercell publicly shared its revenues was last fall when it said it was pulling in $500,000 per day about five months ago – when Clash of Clans’ marketshare was one-third of what it is now. But from sources in the industry, we hear that figure is much higher now, in the $1 to $1.3 million range per day. Generally, the top grossing games are doing about four times what they were pulling in a year ago. With the iOS base of devices growing, we could see a $2 million per day for a single developer by summer. The big question for a lot of observers in the industry is if and when Supercell will raise a massive funding round off the back of its success.

Meanwhile, the bootstrapped husband-and-wife team at Imangi looks like they are making a successful sequel transition with Temple Run 2 picking up market share where the original game left off. Sequels can be pretty risky for studios if they’re not executed properly because they cannibalize players from the original. And if the sequel isn’t good at retaining users, then the entire franchise can suffer.

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