Player spending drop in Clash of Clans and Clash Royale

Supercell’s player spendings seem to drop significantly.
Player spending drop in Clash of Clans and Clash Royale
Player spending drop in Clash of Clans and Clash Royale

It is stated that player spending has decreased in Clash of Clans and Clash Royale games, two of the most popular games of Supercell. Although players continue to spend millions in these two games, the averages of the past few years seem to have dropped considerably. According to data presented by 123scommesse, Clash of Clans and Clash Royale players worldwide spent $647.6 million on in-app purchases in 2020, almost a 50% drop in three years.

Details of monetary drops in Clash Royale and Clash of Clans games

Clash of Clans and Clash Royale
Annual mobile revenue generated by Clash of Clans and Clash Royale worldwide from 2015 to 2020 (in million U.S. dollars)

In August 2012, which is only three months after its release,  Clash of Clans became the highest-grossing game in the United States, and in 2013 it was the most profitable game worldwide. Four years later, Supercell released Clash Royale, and in less than a year, the popular multiplayer online battle arena game hit over one billion dollars in revenue.

Still, the Statista and App Magic data show the revenues of the two Supercell’s megahits had been slipping for years in a row. In 2016, Clash of Clans and Clash Royale generated $1.47 billion in revenue across the Apple App Store and Google Play worldwide. Over the next twelve months, this figure dropped to $1.25 billion and continued falling.

Top-grossing mobile gaming apps published by Supercell in 2020
Top-grossing mobile gaming apps published by Supercell in 2020, by revenue (in million U.S. dollars)

Statistics show that 2018 witnessed a 33% year-over-year revenue drop, with players worldwide spending $836.8 million on in-app purchases. In 2019, revenues slightly recovered to $846.8 million. The negative trend continued in 2020, despite the entire mobile gaming industry booming amid the COVID-19 lockdowns. Last year, the two gaming titles generated $692.6 million in revenue, the lowest value in years. Statistics also show that Clash Royale player spending dropped to $209.3 million in 2020, 34% less than a year before that. Clash of Clans’ revenues slipped by almost 9% year-over-year to $483.3 million.

Clash of Clans and Clash Royale hit 118 million downloads last year

Despite a significant revenue drop over the years, Clash of Clans remained Supercell’s top-grossing app. In 2020, the popular gaming title generated $483.3 million in revenue across the Apple App Store and Google Play worldwide. Brawl Stars ranked second with $396.4 million in annual player spending. Clash Royale, Hay Day, and Boom Beach rounded the top five list with $209.3 million, $104.1 million, and $21.3 million in revenue, respectively.

However, statistics show that Brawl Stars was Supercell’s most downloaded gaming app in 2020, with 107.5 million downloads across the Apple App Store and Google Play. Clash of Clans and Clash Royale followed with 61.5 million and 56.5 million downloads, respectively.

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