More than 75% of Nintendo's $60M Super Mario Run global revenues came from iOS

Posted:
in iPhone
Nintendo's mobile "Run" adaptation of its Super Mario franchise was introduced with great fanfare at the introduction of iPhone 7 in September 2016. It has since reached $60 million in revenue globally, but more than three quarters of that has come from Apple's App Store versus Android and Google Play.

Super Mario Run


The total figure was just reported by Liz Lanier in Variety, based on estimates from Sensor Tower. However, Lanier's report only bundled the two mobile platforms together.

That suggested that maybe iOS and Android were close to being on an equal footing for a game that has no ads, no In App Purchases, and a relatively steep price for a mobile game (it's $9.99 to unlock the entire game after the player finishes the initial levels of the free download).

But that's not true at all. Sensor Tower itself reported that since the title launched about 77 percent of Nintendo's revenues have come from the App Store. It also stated that part of the reason for this was that it launched exclusive to iOS "six months earlier than on Google Play."

But that's not correct either. Nintendo unveiled the new title in September 7, 2016 at the iPhone 7 event, but it didn't actually become available in the App Store until December 15.

It was released for Android on March 22, 2017, about three months later. That means it's been available on iOS for about 18 months, and for Android for 15 months. Sensor tower noted that Android has increased its share slightly this year, with figures from the first quarter of 2018 reaching 35 percent of global revenues, still leaving a majority 65 percent of Nintendo's revenues coming from iOS. Apple's ability to generate more money for developers (and itself) from apps, services and subscriptions on its iOS platform compared to Android is not an anomaly

Apple's ability to generate more money for developers (and itself) from apps, services and subscriptions on its iOS platform compared to Android is not an anomaly.

Historically, the App Store has generated about twice the revenues from about half as many total users of Android. And there are many other platforms and services that appear to have more users (or at least a comparable base) than Apple, but generate far less in commercial results.

Examples include Apple Pay versus Google Pay on Android, Apple Music versus Spotify, and Siri versus Alexa Echo-- along with media fabrications that suggest Apple's iPad and Mac platforms are seriously challenged in some fashion by Google's tiny base of Chromebooks, or Microsoft's minor sales of Surface.

Apple's iOS App Store is trouncing Google Play in services, subscriptions

In April, Sensor Tower reported that Apple's U.S. App Store customers drove significantly higher revenue per user ($58) than Google Play ($38). Randy Nelson, Sensor's head of mobile insights, stated, "we estimate that for each active Android device in the U.S. last year, approximately $38 was spent on Google Play-on and in apps-so about $20 less than iOS.

"That tracks with the disparity in revenue generation we see between the stores outside the per-device level. Android users generally spend less on or in apps, Google Play generated about 60 percent of the App Store's revenue last year in the U.S."

For paid titles, and globally, where Google's platform is largely very low-end devices with users who pay little or nothing for services that are expensive in the U.S., and where advertising pays far less than it does in affluent countries, the disparity is even greater. Super Mario Run is an example of that.
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Comments

  • Reply 1 of 34
    That’s been pretty much par for the course in the whole Apple vs Android war though, hasn’t it? I don’t know anyone who would have been surprised by this news. Not paying for stuff is the main reason anyone would choose Android, as it is much easier to find non-licenced streams for tv shows, movies and sporting events, as well as pirated games and apps. If I was a developer looking to make a profit from my app or media product, I would certainly give the App Store priority. Having higher quality, better running apps is one of the perks of the Apple ecosystem, in my personal experience. 
    MacProracerhomie3chasmlostkiwilamboaudi4supadav03lkrupplarryjwjony0
  • Reply 2 of 34
    Excellent analysis, as usual. As Stevo once said (regarding iTunes vs. Napster) ‘easy’ can be better than ‘free!’

    Best
    MacProlostkiwi
  • Reply 3 of 34
    Uh, oh.

    Not ANOTHER report about iOS doing better than Android despite lower market share. It’s not nice to kick someone when they’re down.
    tmaycornchipsupadav03Alex1N
  • Reply 4 of 34
    Dan_DilgerDan_Dilger Posts: 1,583member
    That’s been pretty much par for the course in the whole Apple vs Android war though, hasn’t it? I don’t know anyone who would have been surprised by this news. Not paying for stuff is the main reason anyone would choose Android, as it is much easier to find non-licenced streams for tv shows, movies and sporting events, as well as pirated games and apps. If I was a developer looking to make a profit from my app or media product, I would certainly give the App Store priority. Having higher quality, better running apps is one of the perks of the Apple ecosystem, in my personal experience. 
    More interesting was the fact that it was covered up. Variety wrote it up as "Apple and Google," which is how all news is reported. That's partly why there is such delusion in what's going on because the only facts to be reported is "Android is bigger," "Google is flawless and Apple has problems," and "Apple and Google earn shared revenues."

    Since nobody else prints this stuff, it's my niche and I have two middle fingers for anyone who wants to tell me I can't tell the truth. 😂
    cornchipracerhomie3lostkiwiradarthekatsupadav03flashfan207
  • Reply 5 of 34
    nunzynunzy Posts: 662member
    So Apple made 30% of 45 million, or somewhere around $15 million. On one title. And without any significant marginal cost.

    Brilliant!
    MisterKittmaycornchipclaire1radarthekatjony0
  • Reply 6 of 34
    nunzy said:
    So Apple made 30% of 45 million, or somewhere around $15 million. On one title. And without any significant marginal cost.

    Brilliant!

    Or you could say:

    Nintendo made over $30 million by choosing to launch their App on the most profitable App Store gaining access to millions of iOS users who actually pay for stuff.

    Sounds like both Apple and Nintendo won.
    tmayMacProracerhomie3chasmradarthekatjbdragonnunzyAlex1N
  • Reply 7 of 34
    matrix077matrix077 Posts: 868member
    nunzy said:
    So Apple made 30% of 45 million, or somewhere around $15 million. On one title. And without any significant marginal cost.

    Brilliant!
    I don’t think creating a platform that revolutionized the industry like iPhone is easy. If you think it is go ahead & do it yourself. Easy $15 million waiting for you, why wasting your time here?
    aaronsullivanracerhomie3jbdragonnunzy
  • Reply 8 of 34
    MacProMacPro Posts: 19,727member
    matrix077 said:
    nunzy said:
    So Apple made 30% of 45 million, or somewhere around $15 million. On one title. And without any significant marginal cost.

    Brilliant!
    I don’t think creating a platform that revolutionized the industry like iPhone is easy. If you think it is go ahead & do it yourself. Easy $15 million waiting for you, why wasting your time here?
    Nah, it is easy, you just copy everything like Google did.
    claire1radarthekatjbdragonnunzyAlex1N
  • Reply 9 of 34
    chasmchasm Posts: 3,294member
    MacPro said:
    Nah, it is easy, you just copy everything like Google did.
    And yet you haven't done it. So ... you're either lazy, stupid, or a troll. Oops, trick statement: it could be (and likely is) all three!
    nunzy
  • Reply 10 of 34
    bestkeptsecretbestkeptsecret Posts: 4,265member

    I don't recall any app/ game being promoted as much as Super Mario Run. If I recall correctly, there were also kiosks set up in Apple Stores to play the game.

    With all of that, $60m in 20+ months seems a little low. Especially when considering that the other one - Fortnite, generated $100m in 90 days via in-app purchases.

    Personally, I love the price of Super Mario Run. For the amazing graphics and the iconic character(s), it seems like a fair price. And kudos to Nintendo for not going down the cheap in-app purchases route.

    edited July 2018
  • Reply 11 of 34
    claire1claire1 Posts: 510unconfirmed, member
    More reason developers should go Apple exclusive.

    I was thinking, if Apple gives developers a bigger share for exclusives would that be good?
    Example: Non-exclusive content gets %30, exclusive content gets %40.
  • Reply 12 of 34
    tallest skiltallest skil Posts: 43,388member
    claire1 said:
    I was thinking, if Apple gives developers a bigger share for exclusives would that be good?
    Example: Non-exclusive content gets %30, exclusive content gets %40.
    Apple gives developers 70. Do you mean they’d get 80 for exclusives?
    muthuk_vanalingam
  • Reply 13 of 34
    seanismorrisseanismorris Posts: 1,624member
    And yet Apple ignores gaming on Macs...
  • Reply 14 of 34
    Rayz2016Rayz2016 Posts: 6,957member
    nunzy said:
    So Apple made 30% of 45 million, or somewhere around $15 million. On one title. And without any significant marginal cost.

    Brilliant!
    Nope, not without marginal cost.

    Contrary to popular belief, running the world's most successful app store doesn't cost peanuts.
    nunzyAlex1N
  • Reply 15 of 34
    Rayz2016Rayz2016 Posts: 6,957member

    And yet Apple ignores gaming on Macs...

    More people have iPhones and iPads than have Macs. They focus on what the market wants. In many ways, it's down to the customers you want to attract. The folk who tend to complain about not having a Mac gaming machine would most likely want it for next to nothing. Android's problem here is a customer base that seems adverse to paying for stuff.
    edited July 2018
  • Reply 16 of 34
    croprcropr Posts: 1,124member
    Owning an app development company, I just give the situation of our company.  All our apps are built for both iOS and Android, are mainly targeted at an European market (90% of the customers are EU residents) and are not in the game segment.   Currently the revenue split of the paid apps is about 60% Android , 40% iOS.   So Apple generates relatively more revenue compared to the 25% market share it has in the EU

    We also have apps with a subscription, which is not paid by the user but by the organization the user belongs to.  This revenue is directly invoiced to these organizations and is as such not visible for Apple or Google.  Here the split of users is 65% Android vs 35% iOS.  

    So business models, regions and segments have an impact



    muthuk_vanalingamDan_DilgerIreneW
  • Reply 17 of 34
    radarthekatradarthekat Posts: 3,842moderator
    That’s been pretty much par for the course in the whole Apple vs Android war though, hasn’t it? I don’t know anyone who would have been surprised by this news. Not paying for stuff is the main reason anyone would choose Android, as it is much easier to find non-licenced streams for tv shows, movies and sporting events, as well as pirated games and apps. If I was a developer looking to make a profit from my app or media product, I would certainly give the App Store priority. Having higher quality, better running apps is one of the perks of the Apple ecosystem, in my personal experience. 
    More interesting was the fact that it was covered up. Variety wrote it up as "Apple and Google," which is how all news is reported. That's partly why there is such delusion in what's going on because the only facts to be reported is "Android is bigger," "Google is flawless and Apple has problems," and "Apple and Google earn shared revenues."

    Since nobody else prints this stuff, it's my niche and I have two middle fingers for anyone who wants to tell me I can't tell the truth. 😂
    You may add my middle fingers.  Lol
    Dan_DilgerAlex1Nflashfan207
  • Reply 18 of 34
    radarthekatradarthekat Posts: 3,842moderator
    chasm said:
    MacPro said:
    Nah, it is easy, you just copy everything like Google did.
    And yet you haven't done it. So ... you're either lazy, stupid, or a troll. Oops, trick statement: it could be (and likely is) all three!
    Or he’s an Apple investor.  Like me.  Why build another when you can own a piece or the best.  And for the record, it was obviously implied that there was not much ‘incremental cost’ to Apple.  
    edited July 2018 asdasdking editor the gratenunzyAlex1N
  • Reply 19 of 34
    supadav03supadav03 Posts: 503member

    I don't recall any app/ game being promoted as much as Super Mario Run. If I recall correctly, there were also kiosks set up in Apple Stores to play the game.

    With all of that, $60m in 20+ months seems a little low. Especially when considering that the other one - Fortnite, generated $100m in 90 days via in-app purchases.

    Personally, I love the price of Super Mario Run. For the amazing graphics and the iconic character(s), it seems like a fair price. And kudos to Nintendo for not going down the cheap in-app purchases route.

    While I agree that $60 million in 20 months isn’t earth shattering, comparing to Fortnite is unfair. SMR cost what ($5-$10) while people on Fortine are ponying up to $25 for ONE full outfit. Lost more money to be made on Fortnite.
  • Reply 20 of 34
    MacProMacPro Posts: 19,727member
    chasm said:
    MacPro said:
    Nah, it is easy, you just copy everything like Google did.
    And yet you haven't done it. So ... you're either lazy, stupid, or a troll. Oops, trick statement: it could be (and likely is) all three!
    mmmm... really, sorry you weren't sharp enough to see the sarcastic humor intended there.  

    I think my 40 plus years working with Apple as an Apple software company president, Apple retailer and current member of the development program and long time contributor to AI (17,318 posts to date) allows me a little scope for such wise cracks.  You know, the Android and iOS story ...?  

    As to you your list of insults, you might want to read the forum guidelines.  Your attempt at humor?  ...  'All three' oh so funny.  Your handle might be referring  to your cranial cavity perhaps?  Let's move on and put your crass response down to not being fully awake, OK?  :)
    edited July 2018 Alex1N
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