PUBG Mobile Brings $ 5 Billion After Making Average $ 7.4 Million Per Day in 2020


PUBG Mobile of Ten cents Lightspeed & Quantum Studio hit $ 5.1 billion in lifetime player spend after record year for the title as it racked up $ 2.7 billion in 2020 alone, Sensor Tower Store intelligence the data shows.

Combined with player spending from the title’s Chinese location, Game For Peace, the game averaged around $ 704 million in spending per quarter between Q1 and Q3 2020. In Q4, the title still generated an impressive $ 555 million, but the first quarter of 2021 appears to be its most lucrative quarter yet, with player spending already reaching $ 709 million. Overall, in 2020, PUBG Mobile averaged $ 7.4 million in spend per day.

Like many mobile games, PUBG Mobile’s revenue increased last year during the global COVID-19 pandemic, with player spending hitting a record $ 300 million in March at the height of the first wave of lockdowns. global. The stock continues to generate significant revenue, racking up around $ 259 million in January 2021 – its third best month in history.

PUBG Mobile * Global player spending by quarter

Global winner

China was the most lucrative market with its PUBG Mobile variant, Game For Peace, racking up $ 2.8 billion, or 55.4% of total iOS revenue (this analysis does not include revenue from Android stores. third). Outside of China, PUBG Mobile has raised $ 2.3 billion. The United States ranks # 2 for gamer spending with 12.7% of total revenue, while Japan ranks # 3 with 4.8%.

The App Store accounts for the lion’s share of gamer spending, racking up 81.6% of total revenue. Google Play, meanwhile, accounts for 18.4% of spending. Outside of China, however, the App Store accounts for 58.6% of revenue, with Google Play accounting for 41.4%.

Creation of industrial content

Much of PUBG Mobile’s success as the world’s first mobile Battle Royale title can be attributed to not only using its successful PC gaming IP, but also breaking those limits to become its own game entirely. designed for a mobile audience. Its use of seasons, in-game events, and licensing agreements have helped maintain player engagement and increase spend, and the release of new content is on a scale rarely seen outside of games such as Fortnite of Epic games and Genshin impact of miHoYo.

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