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How Much Money Did Clash Of Clans Spend On Advertising

Disharmonism of Clans is a freemium PVP strategy game published by Finnish mobile game evolution company Supercell.

Ilkka Paananen, CEO and founder of Supercell, wanted to brand games that had a longer shelf life than a few weeks, much similar one of Paananen's favourites, World of Warcraft. This was the company's core focus when it was established in 2010.

Lasse Louhento and Lassi Leppninen came upwards with the original concept of Clash of Clans, with an aim to make a strategy game that was easy to use on mobile. At the time, many mobile developers saw strategy games equally besides complex for the express control functionality on mobile.

It took six months, from the original concept, for Supercell to release Clash of Clans on iOS. Three months after launch, it was already the highest grossing game in the United States, and in 2013 it was the nearly profitable game worldwide.

Clash of Clans is one of the few mobile games to surpass 500 million downloads on iOS and Android, while as well being one of the few to surpass $1 billion yearly acquirement. Supercell has done this without the team size of the most popular studios, with less than 1,000 employees.

Supercell is withal actively updating Clash of Clans to keep gamers interested and gameplay fresh. Speaking in 2012, Louhento said to PocketGamer said: "Updates are a very important function of our strategy. We desire to make games that players tin can relish for a long time, and that go along rewarding players for the fourth dimension they've invested."

In keeping with his words, SuperCell added their own flavour pass in 2019 called the 'Gold Laissez passer'. On the commencement twenty-four hour period lonely, the app was one of the highest grossing on both iOS and Android in 46 countries.

In less than calendar week, it had increased player spending by 2.5X, with Clash of Clans players spending $iii.nine meg per day. The Aureate Pass increased Clash of Clash revenue for 2019, the kickoff time it had reported a revenue increase since 1014.

Clash of Clans may not be as popular every bit it was in the mid-2010s, but information technology is withal i of the highest grossing games on iOS and Android. Supercell does not appear to be finished with updates to the game, which may entice new gamers to effort information technology out.

Nosotros have collected data and statistics on Clash of Clans and Supercell. Read on below to notice out more.

Clash of Clans primal statistics

  • Clash of Clans generated $722 million revenue in 2019, a 27 percent increment year-on-yr and its first increase since 2014
  • Disharmonism of Clans accounts for 46 per centum of Supercell's full revenue
  • In 2016, Clash of Clans had an estimated 55 million active players. Supercell has not updated figures since
  • Chinese technology conglomerate Tencent caused a decision-making stake in Supercell in 2019

Clash of Clans overview

Launch date 2 August 2012
HQ Helsinki, Republic of finland
People Ilkka Paananen (CEO)
Business type Subsidiary
Owner Tencent
Manufacture Mobile games

Clash of Clans revenue

Year Acquirement
2014 $ane.half dozen billion
2015 $1.8 billion
2016 $1.1 billion
2017 $0.7 billion
2018 $0.5 billion
2019 $0.7 billion

Source: Sensor Belfry

Disharmonism of Clans users

Year Users
2014 29 million
2015 37 million
2016 55 million

Annotation: Supercell has not disclosed user figures since 2016, when it appear 100 million users on all four games

Sources: Recode, Supercell

Disharmonism of Clans nearly popular countries (%)

Year Percent of active daily participation
U.s.a. eighteen.92
Turkey 6.17
China four.09
Germany 3.65
Russia 3.57

Source: Player Counter

Supercell funding (total)

Year Funding
2010 $0.85 1000000
2011 $12.viii meg
2013 $148 million

Source: Crunchbase

Clash of Clans FAQ

How much revenue has Clash of Clans generated since launch?

Clash of Clans has generated over $six.4 billion since information technology launched in 2012

How much did Tencent pay to larn Supercell?

Tencent paid $eight.6 billion for a decision-making involvement in Supercell, which stands at 81.iv per centum in 2021

How many times has Clash of Clans been downloaded?

Disharmonism of Clans has been downloaded over 500 1000000 times, 1 of simply seven games to reach that marking

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Source: https://www.businessofapps.com/data/clash-of-clans-statistics/

Posted by: morleymaxed1952.blogspot.com

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