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CAN’T STOP, WON’T STOP:2016 MOBILE AND VR GAMES YEAR IN REVIEW2016 MOBILE GAMES AND VR YEAR IN REVIEW | ? 2017 SuperData Research and Unity Technologies. All rights reserved.581114ExecuMve SummaryGlobal trendsSpecs and installsEngagement and spending 22016 MOBILE GAMES AND VR YEAR IN REVIEW | ? 2017 SuperData Research and Unity Technologies. All rights reserved.17page 19page 20Virtual RealityAbout Unity and SuperData ResearchMethodologies 32016 MOBILE GAMES AND VR YEAR IN REVIEW | ? 2017 SuperData Research and Unity Technologies. All rights reserved. The mobile games market earned $40.6B in 2016 -- the equivalent of global box office sales for the year.? The ever growing U.S. mobile market is now amongst the ranks of traditional media as mobile gamers play more often than they watch Netflix, Hulu or YouTube. Larger screens do not yield higher retention. Instead, developers should focus on RAM as more than half of smartphones worldwide have less than 2GB.? Developers also want to consider how their games will affect battery life, particularly in the most popular smartphones with less processing power. One in three apps on a smartphone in 2016 were action games? More American mobile gamers played puzzle games than any other genre (58%). Games on iOS retained almost twice as many American players on day 1 as those on Android.???? ? In the U.S., developers made 45% more on an iOS player, but in China Android players were worth eight times more. 42016 MOBILE GAMES AND VR YEAR IN REVIEW | ? 2017 SuperData Research and Unity Technologies. All rights reserved. At 30 minutes a day, mobile engagement was 19% higher in Q4 2016 than the year before.? Revenue for mobile games increased 14% year over year, largely due to Android, which saw a 32% uptick in revenue. Virtual Reality made $1.8B in its first commercial year.?? ? Samsung Gear VR led with 4.5M devices sold. ? Sony’s PlayStation VR beat out other non-mobile headsets, approaching a million sales by the end of 2016.
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