Globally, users spent about $10 billion on mobile games in the first half of 2021. People still have an appetite for spending money, and the growth of the gaming industry continues at full speed. This interest is driving the increase in spending on various mobile games.

$10.32 billion is an increase of 23.88% over the same period in 2020. At the time, total costs were $8.33 billion. In the first six months of 2021, players spent over $1.75 billion in February. The lowest spending was recorded in January at $1.7 billion.

The COVID-19 pandemic has spurred demand for mobile games that entertain people in quarantine. Specifically, as of August 2020, the study found that more than 35% of the world’s population are gamers, representing 2.7 billion people. The number of players was recorded during the health crisis, highlighting the impact of the pandemic on the industry.

In addition to the epidemic, consumer spending on mobile games has been impacted by various factors. Most of the developers have focused on new content and events to continue attracting more users.

In addition, mobile app store monetization is on the rise in various global markets. As predicted, consumers are more likely to spend with the new payment options, and it just got easier.

More mobile devices can now offer advanced graphics and gaming experiences, such as cross-platform and social gaming capabilities. Accordingly, games with online real-time features are among the most lucrative apps, including PvP (player versus player) and cross-play features.

Interestingly, user costs also have a significant impact on the revenue of some games. Previous research shows that as of June 2021, the most lucrative iPhone game in the United States averaged $11.2 million per day or $336.2 million per month.

Among other things, esports is becoming more and more popular, and the organizers are giving substantial cash prizes to players worldwide. For example, as of July 2021, the top ten esports players have earned $53.16 million in prize money.

It is worth noting that the rise in the number of high-cost games is associated with increased access to smartphones. In particular, most publishers offer games suitable for both budget and high-end smartphones for all demographics.

Spending will likely rise even more in the coming months as trends such as cloud streaming in mobile games take shape. As games that were once limited to consoles came to mobile devices, more consumers will spend more.

In addition, with the proliferation of high-speed 5G telecommunications networks, the integration of console-quality graphics with mobile devices will also incur additional costs.