Mobile Gaming Revenue

This number has been steadily increasing and new markets will be opened as smart-phone ownership and internet access begins to have a higher penetration in new global regions. The global revenue in the 'Mobile Games' segment of the media market was forecast to continuously increase between 2024 and 2029 by in total 33.2 billion U.S. dollars (+33.62 percent). After the seventh consecutive increasing year, the indicator is estimated to reach 131.96 billion U.S. dollars and therefore a new peak in 2029. In 2022, mobile apps captured an astounding 3.8 trillion hours of consumer time, with 21% of users aged 23 to 38 opening an app more than 50 times a day. Pretty additcive! Popular platforms like WhatsApp, Instagram, TikTok, Telegram, and Facebook dominated app downloads, underscoring the fact that these apps command user attention far beyond traditional mobile experiences.

For Dogizen, this presents a significant opportunity. Dogizen can leverage platforms like Telegram to penetrate the gaming market more effectively. Users are already highly engaged within these social ecosystems, and integrating gaming experiences here can fast-track user acquisition and engagement, bypassing the hurdles of crowded app stores.

Take the example of Hamster Kombat, which saw rapid growth due to its integration with Web3 and the ease of social referrals within Telegram. It's Social-Fi element gave it an edge over other app store games with similar gameplay, enabling it to compete in terms of download adoption speeds with industry giants like Meta, whose Threads app reached the 100 million in mere days. Hamster Kombat was one of the first to achieve such scale, showing how the right platform partnerships can supercharge growth.

For Dogizen, tapping into these social apps where users are already spending hours each day provides an immediate growth advantage, allowing faster viral adoption, higher referral rates, and the unique opportunity to dominate Social-Fi.

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