Reading Activity 0803: Pokemon Go Case Study
Reading Activity 0803
At its induction and height Pokeman GO broke records! It's 'revenue was the first ever of any mobile game in its first month, at 207$ million....the revenue generated in that month puts it in the fifth-place in terms of the highest one-month revenue for a free to play games." (https://www.businessofapps.com/data/pokemon-go-statistics/). Pokemon GO was a cultural phenomenon.
Currently there is a slow in the amount of people playing the game, although because it utilizes emerging new world of Virtual Reality gaming there are many options for the company to go in the future in order to utilize social entertainment to make money in a way attractive to gamers of all different levels of experience.
PokemonGo was initially suffering from the Coronavirus restrictions around social gatherings and implementation of social distancing further affecting their profits. By analyzing Twitter's netlytics data I found multiple complaints from users including the inconsistancy and awkwardness of 'community days' as well as multiple complaints about the attitudes of the fan base.
But these are the normal gripings of online discussion particularly around groups with identities emeshed in the gaming world.
The text book was written at an inbetween bridge time because based on links through Twitter I was able to ascertain that PokenGo is doing amazingly well, having brought in almost 4 billion in 4 years, essentially steady sales over time despite some dips. Covid seems to have helped the game afterall, as people have nothing else to do.
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