![]() ![]() Time to take a closer look at how the community consumes the game. ![]() There’s something with gamers and playing dress-up with our characters and equipment… They might study it one day. Skins and exotic weapons are all the rage. Plus, Epic adopted the business model that is all the rage lately with such games: if your game is free, find how to sell a way to customize characters and weapons and add a battle pass in the package for each season. Why? Because everyone loves a good battle royale. However, it is the mode making the most money. Then, Battle Royale followed quickly (the same year, in fact), and this one was free-to-play. Epic Games almost doubled in value from $18 billion in 2018 to almost $30 billion in 2021.įrom the start, the game was heavily played, and it was pay-to-play.46.8% of the game’s revenue came from the player base on PS4 from March 2018 to July 2020, followed by Xbox at 27.5%.The game has made $9.1 billion throughout 20 combined ($5.4 billion in 2018 and $3.7 billion in 2019 to be precise).With such success, everyone is curious about topics focused on revenues, profits, the number of downloads, and more information about the game itself.įortnite earned $5.1 billion of revenue in 2020. ![]() The rest will stay “no comment.” Fortnite key stats 0-5 hours is more for the casual gamer, whereas 6-10 hours start to show a stronger engagement. 17% is quite a number for more than 10 hours spent playing, but not surprising when you consider that professionals spend six hours minimum playing daily. Numbers for 2021 were not shared with the public yet, but it would satiate my curiosity as to whether or not this number went up or down. The question is: if 2020 did not happen the way we know it happened, would Fortnite still be observing lower numbers of monthly players? The drop in 2019 was not huge, but it still exists. The end of the spectrum, 21h+, is home to 5% of the player base.
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