What can be better than #DataScience! The guy analyzed the whole English language Wikipedia to understand the society.
https://www.youtube.com/watch?v=JheGL6uSF-4 #Infographics
https://www.youtube.com/watch?v=JheGL6uSF-4 #Infographics
YouTube
I Made a Graph of Wikipedia... This Is What I Found
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A deep dive into the network…
Get the graph as a poster: https://adumb.store/collections/wikipedia-graph
Bluesky: https://bsky.app/profile/adumb.codes
Twitter: https://twitter.com/adumb_codes
A deep dive into the network…
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At least someone is doing great: #Roblox shared some of their stats:
- DAU (Daily Active Users): 79.5 million, of which 46.4 million (58.4%) are over 13 years old, 32.4 million (40.8%) are 13 or younger, and for 0.7 million, the age couldn't be determined.
- Audience growth: Over the year, the DAU for the 13+ audience grew by 10 million, and the 13 or younger audience grew by 4.2 million.
- Interestingly, until about 2023, Roblox provided a more detailed age breakdown, not just for those 13 years old.
Why is the age "13 years" important?
The age threshold of "13 years" is taken from the COPPA (Children's Online Privacy Protection Act) in the USA, which restricts the collection of personal information from children under 13 without parental consent. Approximately a quarter of Roblox's audience is in the USA, making compliance with this law critically important. In 2022, Epic Games paid a fine of $275 million for violating this law.
#Laws #Infographics
- DAU (Daily Active Users): 79.5 million, of which 46.4 million (58.4%) are over 13 years old, 32.4 million (40.8%) are 13 or younger, and for 0.7 million, the age couldn't be determined.
- Audience growth: Over the year, the DAU for the 13+ audience grew by 10 million, and the 13 or younger audience grew by 4.2 million.
- Interestingly, until about 2023, Roblox provided a more detailed age breakdown, not just for those 13 years old.
Why is the age "13 years" important?
The age threshold of "13 years" is taken from the COPPA (Children's Online Privacy Protection Act) in the USA, which restricts the collection of personal information from children under 13 without parental consent. Approximately a quarter of Roblox's audience is in the USA, making compliance with this law critically important. In 2022, Epic Games paid a fine of $275 million for violating this law.
#Laws #Infographics
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Brawl Stars is doing good, their monthly revenue increased by 500% (from $9M to $57M)
How did they achieve this in one year?
Here are the key updates that made a massive impact:
1. Goal Setting and Engagement Mechanics
• Double Starr Drops
• Brawl Together
• Trophy League
2. Awesome Battle Passes
• Packed with cool rewards and collabs
3. Diversified Gameplay with new PVP and PVE events:
• Wipeout 5v5
• Trophy Escape
• Knockout 5v5
VIA Anton Slashcev
#BrawlStars #MobileGames #Analytics #Infographics #LiveOps #Monetization
How did they achieve this in one year?
Here are the key updates that made a massive impact:
1. Goal Setting and Engagement Mechanics
• Double Starr Drops
• Brawl Together
• Trophy League
2. Awesome Battle Passes
• Packed with cool rewards and collabs
3. Diversified Gameplay with new PVP and PVE events:
• Wipeout 5v5
• Trophy Escape
• Knockout 5v5
VIA Anton Slashcev
#BrawlStars #MobileGames #Analytics #Infographics #LiveOps #Monetization
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Game Industry Revenue. Pay attention, that these numbers are not adjusted for inflation. For example, $40B in 1982 is about $131B today.
#Infographics@GameDEV
#Business@GameDEV
#Infographics@GameDEV
#Business@GameDEV
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𝟭. 𝗞𝗲𝘆 𝗠𝗲𝘁𝗿𝗶𝗰𝘀
• Total downloads hit 53.9B (+0.5% YoY).
• In-app purchase (IAP) revenue climbed to $58.9B (+2.9% YoY).
• The average revenue per download (RPD) was $1.17.
𝟮. 𝗠𝗼𝘀𝘁 𝗻𝗼𝘁𝗮𝗯𝗹𝗲 𝗻𝗲𝘄 𝗴𝗮𝗺𝗲𝘀 𝗼𝗳 𝟮𝟬𝟮𝟰:
• My Supermarket Simulator 3D: 64M downloads, $3.6M IAP revenue.
• Squad Busters: 46.1M downloads, $61M IAP revenue.
• Screw Puzzle: 45M downloads, $5.3M IAP revenue.
• Pokemon TCG Pocket: 35M downloads, $160.1M IAP revenue.
• Capybara GO: 14.1M downloads, $52M IAP revenue.
𝟯. 𝗡𝗲𝘄 𝗴𝗮𝗺𝗲𝘀 𝗼𝘃𝗲𝗿𝗮𝗹𝗹:
• 23,095 new games launched.
• New games brought in $3.43B in IAP net revenue (5% of total revenue).
• They accounted for 5.57B downloads (9.7% of total downloads).
• Success rate: ±1.3% (measured as games earning $1M+ in IAP revenue).
𝟰. 𝗧𝗼𝗽 𝗴𝗿𝗼𝘄𝗶𝗻𝗴 𝗴𝗲𝗻𝗿𝗲𝘀:
• Match 3D: +46%, $300M.
• Visual Novels: +48%, $615M.
• Merge: +55%, $1.1B.
• Casual Casino: +82%, $2.8B.
• Action/Brawl: +131%, $832M.
#Infographics@GameDEV
#MobileGames@GameDEV
• Total downloads hit 53.9B (+0.5% YoY).
• In-app purchase (IAP) revenue climbed to $58.9B (+2.9% YoY).
• The average revenue per download (RPD) was $1.17.
𝟮. 𝗠𝗼𝘀𝘁 𝗻𝗼𝘁𝗮𝗯𝗹𝗲 𝗻𝗲𝘄 𝗴𝗮𝗺𝗲𝘀 𝗼𝗳 𝟮𝟬𝟮𝟰:
• My Supermarket Simulator 3D: 64M downloads, $3.6M IAP revenue.
• Squad Busters: 46.1M downloads, $61M IAP revenue.
• Screw Puzzle: 45M downloads, $5.3M IAP revenue.
• Pokemon TCG Pocket: 35M downloads, $160.1M IAP revenue.
• Capybara GO: 14.1M downloads, $52M IAP revenue.
𝟯. 𝗡𝗲𝘄 𝗴𝗮𝗺𝗲𝘀 𝗼𝘃𝗲𝗿𝗮𝗹𝗹:
• 23,095 new games launched.
• New games brought in $3.43B in IAP net revenue (5% of total revenue).
• They accounted for 5.57B downloads (9.7% of total downloads).
• Success rate: ±1.3% (measured as games earning $1M+ in IAP revenue).
𝟰. 𝗧𝗼𝗽 𝗴𝗿𝗼𝘄𝗶𝗻𝗴 𝗴𝗲𝗻𝗿𝗲𝘀:
• Match 3D: +46%, $300M.
• Visual Novels: +48%, $615M.
• Merge: +55%, $1.1B.
• Casual Casino: +82%, $2.8B.
• Action/Brawl: +131%, $832M.
#Infographics@GameDEV
#MobileGames@GameDEV
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