Estimated $0.94 billion Google Play revenue generated April-May 2020. Unless otherwise specified, Fortnite will be used to refer to the Battle Royale game. Players become eligible by qualifying for the Champion League in the game’s Arena mode. (, In April 2020, average revenue per download was around $7.70. Perhaps a more surprising inclusion on the list is disgraced comic and sitcom star Roseanne Barr, though it certainly stands as further evidence of the wide range of the game’s appeal. Interestingly, the survey also found that a quarter invested in Twitch, an e-sports platform which allows people to watch others playing games. Leading iPad gaming apps worldwide in 2020, by revenue. Lawyers for the accusers argued the game had been intentionally engineered, with, statisticians and psychologists, to be addictive. Prior to this, we had seen higher peaks in the final metric. (, Fortnite player spent $752 million on Android and iOS as of September 2019. Indeed, a survey carried out by LendEDU found that close to 77% of Fortnite players invested in V-Bucks (up from 70% in 2018), spending a not-insignificant average of $102.42 – up from $85 in 2018. Total Fortnite revenue reported at $400 million in April 2020 (VentureBeat) Fortnite User Statistics In May 2020, the official Fortnite Twitter account tweeted … This category only includes cookies that ensures basic functionalities and security features of the website. January 28, 2021, 8:43 am, by This made it the best-performing game of its kind by this metric. A free-to-play version was anticipated in 2019, but Epic have since announced it will remain a ‘premium experience’. This decline seemingly continued after this point, with SuperTrends reporting that Fortnite revenue for September 2019 was lower than at any point since November 2017. According to SuperData, research firm, it stood at 318 million dollars in May 2018 alone and amounted to 2,4 billion dollars a year. This prediction was made pre-pandemic – it is likely that this steady narrative will be disrupted for one year at least. Anecdotally at least, some suggest that mobile versions of Fortnite have gone some way to redressing gender imbalance. Esports are competitive matches or tournaments which may be one-offs or involve a number of rounds, have professional teams or individual players, and involve plenty of prize money. Hasbro CEO Brian Goldner noted … Of these 42.4 million hours, a small proportion was given over to esports views, compared to 68% of LoL‘s total. Nonetheless up until this time, Fortnite remained one of the most played and watched mobile games out there – and one of the lucrative. Fortnite lifetime mobile revenue (with the same qualifications) reached $1 billion in May 2020. In 2018, Fortnite's revenue was ridiculous. Third-party Google Play downloads continue. The total over 2019 stood at 885 million according to this source. A survey carried out by Morning Consult found that 45% of gamers were playing more on mobile than they were three years ago, compared with 28% of those who were playing more on a gaming console. The Epic Games Store gained over 52 million new users in 2020, but revenue was almost flat. Mobile earnings were up 5% year-over-year and console earnings grew 16%. While 60% of those who preferred mobile gaming were now playing more on their preferred platform, nearly half of those who preferred console gaming were playing more on a mobile than they were three years previously. Among other things, it has began to play host to in-game concerts by some of the world’s biggest musical artists. Fortnitemares 2020: comment devenir une ombre sur Fortnite. Fortnite players age and gender – SimilarWeb. Following the October 2018 round of funding, Epic Games was valued at $15 billion – jumping up from $8 billion as of July 2018. May 2020 concerts from Diplo (6 million hours), and Steve Aoki (7.7 million) hours also attracted considerable viewership. These spenders are known as ‘whales’. Pas un seul fan de Fortnite ne peut affirmer que le Slovène s'est habilement gravé dans les livres d'histoire, compte tenu de sa performance au cours des 12 derniers mois. Price, Lightspeed, BlackRock, It was even big enough to score an official crossover with, game was controversially pulled from the iOS App Store and the Google Play Store in August 2020, US judge ruled Apple’s move was lawful and, subscription model is reportedly being touted, not one of the 100 players taking part in the, those who play in an un-sportsperson-like manner, powerful mech-like battle suits in August 2019, played games on their home stadium’s jumbotron, shattering the then non-tournament viewership records, earn a tidy $500,000 per month from Twitch subscribers, suitable topic for journalistic consideration, all of whom have claimed over $1,000,000 in earnings, the 2016 US presidential election peaked at 7.5 Tbps, 60% spike over normal peak data usage levels, traffic on the Akamai network peaked at a monumental 106 Tbps, it being downloaded 15-million times, with 23 million players within 21 days of its release in mid-August, Epic CEO Tim Sweeney claiming the company wants to build a direct relationship with its customers, PC, Xbox and Playstation gamers were separated out from mobile and Switch players, 2.3 million tuning in for an event titled ‘The Device’, stately 7 million for the Black Hole event, the celebrity pro-am tournament that took place at the E3 games festival in June 2018, total viewership hours increases to 6.1 million, 1.1 million tuning concurrently at one point, $100 million to award during the 2018/19 season, $3 million prize is the largest individual prize in e-sports history, was taken by Norwegien Emil Bergquist Pedersen (Nhyrox) and the aforementioned Aqua, prize money for the tournament was $10 million, The prize pool for this tournament stands at $5 million, next competitive tournament will centre on duo play, a young girl who wet herself rather than stop playing, The game has reportedly been brought up in 200 UK divorce cases, intentionally engineered, with, statisticians and psychologists, to be addictive, Epic Games has got involved too, bringing several lawsuits against people found to be cheating in the game, Boston Red Sox (baseball) pitcher David Price also had to pull out of a game with rivals the New York Yankees due to carpal tunnel syndrome, It would go on to hit $100 million within 90 days, console gaming revenue might have declined by 6% if not for, $1.25 billion in funding in late October 2018, a new $1.78 billion funding deal was announced, members of the famously out-of-touch British royal family have, regulatory constraints have stalled the Chinese release of the game by Tencent, Record for concurrent players stands at 12.3 million, recorded April 2020 during a Travis Scott concert crossover event; previous record of 10.7 million set during similar Marshmello crossover event in February 2019 (, Ninja counts 24.1 million YouTube subscribers, alongside 16.1 million Twitch followers (, Tyler ‘Ninja’ Blevins and Drake’s team-up drew 635,000 concurrent viewers (, Ninja reportedly earns $500,000/month from streaming, $30 million in total handed out during the. User account menu. Interestingly, other titles seem to spike a little earlier or later, meaning that the lion’s share of that Christmas revenue went to Fortnite. It doesn’t stop with children. He does, however, hold the world record for consecutive duo wins alongside Malachi Greiner (Reverse2k to his fans). The next highest non-Dota 2 earner is another Fortnite player,  Psalm – or Harrison Chang from the US – in at 31, followed by Austrian-player David Wang, aka Aqua, at 35. Third-party Android downloads are not included. The last announcement came in March 2019, when Epic Games CEO Tim Sweeney announced that the total number of Fortnite players had reached 250 million. The bots will be targeted at those at lower levels of skills. The May 2019 figure of $203 million was down 38% year-on-year – though this was enough for it to top the console spending chart, and hold on to fifth place in the PC category. A survey of 1,000 Fortnite players found that the median time spent playing the game weekly stood at 6-10 hours. Sports stars are also well represented. At least one of the defendants is a minor. The earlier broadcasters had access to a larger average audience: 170,ooo to May 2020’s 165,000. As above, though, the decline is long-term. It’s difficult to identify what it is exactly that has led to the game’s huge success. According to NewZoo, in October 2020, Fortnite was the third-most viewed game on Twitch, being viewed for 85.5 million hours overall. This did not quite rise to same levels as we saw in Q2, during which 560 hours were consumed – undoubtedly connected to the coronavirus lockdowns being enforced around the world at this time. The same study found that Fortnite players were less likely to classify themselves as ‘core gamers’. Depuis son lancement, Fortnite continue de sortir à chaque Halloween les « Fortnitemares » (pour les non-anglophones, il s’agit d’un jeu de mot entre « Fortnite » et « cauchemar ») qui constituent une bonne occasion pour les joueurs de collectionner des objets inédits comme des skins exclusifs pour leur personnage. Fortnite Revenue The statistic shows information on the number of registered users of fortnite worldwide from august 2017 to november 2018. On the other hand, it was reported that not one of the 100 players taking part in the Fortnite World Cup in New York in July 2019 was a woman. Out of these cookies, the cookies that are categorized as necessary are stored on your browser as they are essential for the working of basic functionalities of the website. When Discord launched in 2015, it pitted itself against two deep-seated apps: Skype and TeamSpeak. These cookies will be stored in your browser only with your consent. Fortnite lifetime mobile revenue, USD millions. Estimates for 2020 were set at $5 billion as of June of that year, with EBITDA of $1 billion. This was up 25% on November 2018’s 200 million Fornite users, and double the official figure of 125 million in June 2018; this  itself represented a nearly threefold increase since January 2018. As estimated 4.2 million Google Play Fortnite downloads took place mid-April to mid-May 2020, *iOS only until April 2020, plus Google Play Store from April 2020; third-party Android downloads not included, *Twitch, YouTube Gaming, Facebook Gaming, and Mixer (until Q3 2020), *the drop off in hours after Q3 2019 would suggest a change in methodology, **as above; the smaller 2018 figure was reported in 2019. Press question mark to learn the rest of the keyboard shortcuts. Fortnite refers to a videogame series, set in a post-apocalyptic, zombie-infested world. These viewers could watch content being broadcasted nearly 8,000 channels. The Verto Analytics figures below do not take into account players under the age of 18, who are likely to account for no small proportion of players. Mobile earnings were up 5% year-over-year and console earnings grew 16%. Leading iPad gaming apps worldwide in 2020, by revenue Leading iPad gaming apps in the U.S. in 2020, by downloads Fortnite mobile revenue on iOS worldwide in 2018 This represented a doubling of the figure reported in September 2019. Fortnite revenue PLUMMETS in 2020 - "/v/ - Video Games" is 4chan's imageboard dedicated to the discussion of PC and console video games. Certainly, the lucky or secret combination of factors that have led to the game’s success is something other game or app developers (or any cultural makers for that matter) will be studying closely for years to come. The 2019 revenue included $64.4 billion for mobile games, $29.6 billion for PC, and $15.4 billion for consoles. Our estimation, therefore, filtered the cumulative revenue for Fortnite on Google Play and Apple App Store by using our finding of 65.46% when comparing Google Play and App Store revenue. This rises us to 31% if it becomes a pay-for-view sporting event. Vous pouvez retrouver dans cette boutique du 10 juillet 2020 tout un tas de skins. (, Fortnite players spent over 3.2 billion hours in the game in April 2020. They would go on to compete in the tournament. Around 2.4 million players have used the site, logging an average of 432 hours, or around 18 days…. In October 2020, a US judge ruled Apple’s move was lawful and any lost revenue was Epic’s own fault. Necessary cookies are absolutely essential for the website to function properly. According to Edison Trends, the vast majority of spending on Fortnite goes on V-Bucks to be spent as players please, with packs accounting for 13% and bundles for 3%. The game started out strongly after being launched on the PC, Xbox One, and PS4 in September 2017, with one million players within 24 hours, and 10 million within two weeks. *iOS only until mid-April 2020, plus Google Play thereafter; third-party Android revenue not included. PC games revenue, however, jumped 40% largely thanks to the release of Cyberpunk 2077. In May 2020, the official Fortnite Twitter account tweeted that the game had reached 350 million players. Led by trendsetters and celebrities, the mobile phones, computers, and television screens of millions of children and young adults around the world are lighting up with the fast paced, cartoonish shooting action of Fortnite. Daily Fortnite iOS revenue as of November 2018 was $1.23 million. Call of Duty: Mobile Revenue and Usage Statistics (2020), Pokémon GO Revenue and Usage Statistics (2020), Genshin Impact Revenue and Usage Statistics (2020), Toon Blast Revenue and Usage Statistics (2020), Twitch Revenue and Usage Statistics (2021), Facebook Revenue and Usage Statistics (2020), Minecraft Revenue and Player Statistics (2021), Headspace Revenue and Usage Statistics (2021), Airbnb Revenue and Usage Statistics (2020). Fortnite’s Android release circumvented the Google Play Store, with the beta version only available on an invite-basis. Fortnite now has over 350 million registered players! Considering the fact that the game is free-to-play, that means this staggering figure has been made in microtransactions alone. While it has brought nothing new exactly to the world, certainly it has helped to entrench gaming as a spectator sport, the ability of microtransactions to drive revenue (even if they’re essentially meaningless), and the battle royale format of game – or whatever else might give the same sort of instant, mass human connection. Across 2019, Fortnite was viewed for 1,101.1 million hours on Twitch, 371 million hours on YouTube, and 66.3 million hours on Mixer. The below stats are iOS only until April 2020, from which point they include Google Play. This was reportedly the third time a Fortnite update coincided with record traffic for Akamai. Vous pouvez retrouver dans cette boutique du 18 janvier 2020 tout un tas de skins. 4 for revenue among these titles globally, generating close to $293 million. Hot Written By SuperData Staff Digital games closed out 2020 with $12.0B in December, which was a 15% growth from the prior year and the highest monthly revenue total ever. Industry-wide revenue, which was expected to jump 16% to $1.1 billion in 2020, instead fell $150 million after the pandemic canceled most live events, according to industry … From January 1, 2020 to August 13, 2020—the day Fortnite was removed from the App Store and Google Play—Epic’s battle royale game ranked No. Overall, the revenue of $120.1 billion in 2019 was up 4% from $115.5 billion in 2018. Sophie Blake By this reckoning, Fortnite was ninth terms of PC revenue, seventh in the console revenue chart, and did not make the top-10 in terms of mobile game revenue in September 2019. *Figures are iOS only until April 2020, when Fortnite was launched on the Google Play Store; prior Android downloads were on third-party basis. As mentioned above, Epic Games announced it had a Fortnite prize money pool of $100 million to award during the 2018/19 season, over a range of tournaments. The game was ultimately pulled for allowing players discounts on purchases made outside of the app. Accordingly, outfits such as the NHL’s Canucks have banned the game. La victoire est revenue au Slovène Tai « TaySon » Stari. In the qualifying rounds, however, Twitch accounted for two thirds of viewership, with the number of hours watched per week averaging 700,000 across both platforms. After this peak we can observe a general downward trend, disrupted by 2020’s lockdown. The remainder of Fortnite spenders had spent on other games. Get the latest mobile marketing reads straight into your inbox before everyone else! Accordingly, it sat at the top of the Switch download charts for some time. Over a third spent a maximum of 5 hours playing, the most commonly elected option, while 5% spent put in a rather-alarming 21 hours or more of Fortnite playing time per week. Fortnite was SuperData’s top-earned console game and SuperData published on PC in December 2018. It was the most-viewed game on all three platforms over the course of 2019. Revenue from Fortnite was insane in 2018. Spending had sunk as low as $21.8 in November 2019. The Fortnite lawsuits run two ways. All this being said, a May 2019 survey of US gamers found that 78% of Fortnite users were console gamers first and foremost. Despite its newness in the e-sports world, professional Fortnite players are already some of the highest earning sports stars in the e-sports world. Indeed, it has even been claimed that Fortnite is as addictive as heroin, with one often-repeated story telling of a boy who continued playing the game in the shadow of an approaching tornado. Marketplace | News & Insights | Data | Events, *Figures are iOS only until April 2020, when, **From May, monthly spending totals are based on daily averages based on YTD figure of $293 million, Nine including T Rowe. This is part of a wider drive to match players with others of a similar skill level, to ensure that newbies don’t get completely decimated by older hands. Fortnite hours viewed by platform, 2019, millions. This compares to $85.6 million for Counter Strike: Global Offensive but cannot hope to compare to Dota 2‘s $218.1 million. If we include other channels, total viewership hours increases to 6.1 million, and the average concurrent viewership stands at 1.3 million, with a peak of 2.2 million. PUBG, it seems, dominates in east Asian markets. Your email address will not be published. According to DFC’s numbers, this year, revenue generated by battle royale games will increase by 32% over 2018, surpassing $5 billion by 2020. Fortnite gameplay hours watched by streamers by quarter, Q1 2019 – Q3 2020, millions. He denied the injury came from his gaming (the extent to which his gaming was responsible is a matter for debate in the medical community), but the incident certainly caused some hand wringing in the world of professional sports. Those with even a passing acquaintance with the world of gaming will perhaps not be surprised to see the demographic breakdown of Fortnite players, which skews heavily male and is concentrated in those aged 18-24. Fortnite has reached these numbers without even being able to launch in China, where a clampdown on new games has prevented its entering the market. Fortnite is an online video game series developed by Epic Games, first released in 2017. Particularly (and unsurprisingly) in China, where Fortnite has yet to secure a release. In April alone, thanks to the pandemic, Fortnite revenue was $400 million, sources told me. For just over a third of these, this was the first game on which they had ever made in-app purchases. The highest earner from Fortnite tournament play is American player Bugha, who tops the list courtesy of his huge win at the Fornite World Cup in July 2019, which bagged him a tidy $3 million. Across platforms, total concurrent views of Twitch streaming peaked at a stately 7 million for the Black Hole event. YouTube contributed the bulk of these, with 4.3 million. Fortnite had only been made available on the Play Store in April 2020, having only been available as direct download before than (still an option open to most of the world). An increasingly crowded marketplace and the dispute with Apple may, however, prove impediments to further growth by Epic’s flagship game. He has since returned, and counts 16.1 million Twitch followers, as of November 2020. The action didn’t just take place on the official channels. Apple : Fortnite ne pourra pas revenir sur l’App Store avant août 2021 14 septembre 2020 par Kevin Dachez Epic Games n’aurait pas le droit s’inscrire à nouveau au programme des développeurs d’Apple pendant au moins un an. 2019 revenue was $4.2 billion. Research conducted by Newzoo found that players of battle royale-type games (looking at Fortnite and rival title PUBG) were more likely to livestream or record and upload themselves playing games as compared to other online multiplayer games. Here you'll find all collections you've created before. It remains to be seen whether this will reinvigorate spending. Revenue for that year is estimated at $5.8 billion. Fortnite hours viewed on Twitch by month, 2020, millions. After that, we saw a considerable crash back down to earth. Image Credit: Epic Games While there’s plenty of casual viewership of Fortnite going on, its status as an e-sport hinges on big-money tournaments. Other fans tuned in via social media, or streamed the tournament in-game. Rumours (at the time of writing) are circulating that the next competitive tournament will centre on duo play. These cookies do not store any personal information. Revenue for 2020 is forecast to be $5 billion, with EBITDA of $1 billion. This kicked off in November 2019, with the finals in early December. It peaked at $318 million in May 2018 alone, culminating in $2.4 billion for the year, according to research firm SuperData. Fortnite World Cup viewership hours, Twitch and YouTube. by Fortnite reportedly made $1.8 billion in revenue last year, making it the biggest free-to-play game of 2019. Chapter 2 of Fortnite: Battle Royale was rolled out in October 2019, with a new map to explore and a raft of new features. Electronic Arts Fortnite Rival Powers Stock Financial Times the rally more than clawed back losses from a sharp sell off early last … In terms of mobile revenue, Fortnite brought in $36.9 million in July 2020, the last full month of its being available on the App Store. While PUBG garnered global popularity, it struggled to compete in the United States, as Epic Games’ Fortnite overshadowed it. Hasbro's strong 2020 earnings were driven in part by strong performances by Dungeons & Dragons and Magic: The Gathering. This website uses cookies to improve your experience while you navigate through the website. | Source: Epic Games Fortnite Lost A Lot of Revenue This Year. Free-to-play gaming revenue, by format and region, 2018 – 2020, A 39% increase in Xbox revenue in 2018 was thought to have been driven by Fortnite. We see the same trends as with hours viewed; a general decline masked by pandemic conditions. 71% of these are primarily console gamers, 17% PC games, and the remaining 12% mobile gamers. UK ISP BT reported a 40% spike in internet traffic over normal levels with the release of Fortnite Season 10. The solo event was won by Kyle Giersdorf, aka Bugha, from Pennsylvania, a tender 16 years of age at the time of his triumph. Get accurate performance estimates for 3+ millions apps in 150+ countries. Concerns are particularly pronounced where young minds are involved. Clearly the game is addictive (sometimes problematically). We also use third-party cookies that help us analyze and understand how you use this website. The Winter Skirmish offered a smaller prize pool of $1 million, but will was all players, not just those invited by Epic. Outside of tournaments, concerts, and publicity stunts, the highest viewership figures on Twitch recorded for Fortnite were generated by the celebrity pro-am tournament that took place at the E3 games festival in June 2018. The free-to-play market contributed $81.5 billion to total gaming industry revenue over in 2018 ($4 out of every $5), and exceeded expectations to generate $87.1 billion over 2019. In April 2020, it was reported that the hashtag #RIPFortnite was trending – albeit with no specific complaint in mind. Why the captivating sight of a black hole, which marked the end of the Season 10 and with it Chapter 1. We might note that the equivalent figure for January 2020 stood at 53.8 million. As we might expect, we saw a significant bump for solo-tournament winner Bugha, and duo winners Aqua and Nhyrox. 0. The first $8 million of the 2018 pool was awarded over the eight-week Summer Skirmish tournament (2018), culminating in a grand final, taking place in Seattle over four days (participants included pros, personalities, and top performers invited by Epic). While being free-to-play, a range of in-app purchases are available; largely access to cosmetic updates to players’ characters, which are released in limited-editions over 12-week seasons. Or if you want an even bigger stat, we can look to UK retailer Game, which estimated that as of September 2020, we’d spent a cumulative (and terrifying) 10.4 million years playing Fortnite.