Gaming 2 0 2 2 Unity
Gaming 2 0 2 2 Unity
Gaming 2 0 2 2 Unity
GAMING
REPORT
2022
INTRODUCTION
The past few years have taught us how important community really is. Games have
brought us together, providing human connection in a time of distance and isolation.
INCREASED BY 93%
IN THE LAST YEAR.
The gaming industry has stepped up to feed the It draws on fresh, original data from the 230,000
booming demand – the number of games made on developers who make and operate over 750,000
the Unity Platform increased by 93% in the last year. apps using using the Unity Platform. To create a
And as the field grows more crowded, we want you complete snapshot of the industry, we’ve placed this
to have the insights you need to succeed. data in context with information from outside reports
and insights from creators.
This report gives you the latest information to steer
your decisions, whether you’re a solo dev or member
of a large studio. Throughout, you’ll find insights
about the state of the gaming industry that will help
you make better games and run a stronger business
as a developer or publisher.
M O R E G A M E S A R E B E I N G P U B L I S H E D I N E V E RY D E V E LO P E R S A R E T E A R I N G D OW N T H E WA L L E D
C A T E G O R Y, W I T H H Y P E R C A S U A L G A M E S U P 1 3 7 % . G A R D E N S A RO U N D P L AT F O R M S , W I T H A N
The number of games being made on the Unity Platform is up 93% in the last year, and the
E X P LO S I O N I N M U LT I P L AT F O R M R E AC H .
number of new creators is up 31%. With cross-platform development, game makers are tearing down the walled gardens that
separated players on different devices. In 2021, the number of games released across multiple
platforms more than doubled compared to just five years ago.
TREND TWO:
T H E PA N D E M I C S P I K E I N G A M I N G H A S R A I S E D
R E V E N U E B Y 3 0 % – A N D T H A T B U M P I S H E R E T O S T AY. TREND FIVE:
L A RG E ST U D I OS CO N T I N U E TO BA L LO O N , B U T T H E Y
Unlike sectors of the economy whose pandemic bubbles have popped, the changes in gaming
appear to be sustainable, bolstered by revenue growth in ad revenues and in-app purchases in
H AV E N ’ T C R O W D E D O U T I N D I E I N N O VAT I O N .
the United States and Europe. A growing number of third-party services and data analytics tools give studios of all sizes the
ability to compete at the highest level.
TREND THREE:
C A S U A L G A M E S A R E L E A D I N G T H E W A Y. TREND SIX:
Revenue for casual games increased 40% in the last year, driven by a 13% increase in the
P L AY E R S W A N T M O R E C O N T E N T F O R T H E G A M E S
number of games in that category. But no matter what genre you are working in, the right T H E Y A L R E A DY LOV E .
revenue strategy can help you succeed.
Players are playing longer than ever, thanks to the continued popularity of live games.
TREND
⟶
MORE GAMES
ONE:
⟶
I N E V E R Y C A T E G O R Y, W I T H
⟶
lautem expla duciis aborerum enihilignia sequis Knockout City, by Velan Studios
MORE GAMES
Decrease
What’s more, there are more creators using
the Unity Platform to build games than ever
Increased by 1
before. In 2021, the number of Unity creators
increased 31% compared to 2020.
Increased by 2
Increased by 3
Increased by 4
Increased by 5
Increased by 6 or more
100%
50%
THERE WERE
50%
Action
C AT E G O R I E S W E A R E Board
Card
USING IN THIS REPORT:
Casino
Game genre
Casual
Casual: Adventure, arcade, board, casino,
Hypercasual
casual, puzzle, and word games
Puzzle
Simulation
Hardcore: Action and simulation games Sports
Strategy
Hypercasual: Games of any genre that Word
involve a single gameplay loop with little
-5% 0% 5% 10% 15%
to no progression and monetized largely
by scaling ad revenue Percentage increase in the number of live games, 2020 vs 2021
throughout the lifespan of the game published using Unity between 2020 and 2021
A DV E N T U RE , C AS UA L , P U ZZ L E ,
by genre. The number of games dropped
A N D S I M U L AT I O N G A M E S
for the casino and sports categories, while
simulation, adventure, puzzle, and casual
games saw the most growth.
G RE W BY OV E R 1 0%
© 2022 Unity Technologies 7 of 40 | unity.com
REVE
⟶
REVENUE
TREND
⟶
REVENUE
TWO:
Maximint. Anit evenis minctorist, quidus et acepeli
⟶
T H E PA N D E M I C S P I K E I N G A M I N G
liquam et qui comnitis eaquiatis evelenis escimilit
⟶
ipsa conseditibus et
– A N D T H A T B U M P I S H E R E T O S T A Y.
aboressit dolupta ectisquam nonsequi que vel is
⟶
dis nobita.
REVENUE
YoY growth
+50%
18 MONTHS AFTER
MARCH 2020,
Baseline
GAMING IS STILL UP
50%
MORE THAN
-50%
vacations. 16%
D A U N U M B E R S S H O W T H AT U S E R H A B I T S H AV E S TA B I L I Z E D – S O T H E S E
H I G H E R R A T E S O F P L A Y A R E H E R E T O S T AY.
2x
1x
3x
MOBILE AD REVENUE 2x
INCREASED BY
3X
MORE THAN
1x
January 2019 July 2019 January 2020 July 2020 January 2021 July 2021
21.6% 25.9%
26.3%
6.64% 8.27%
22.98%
2.88% 3.42%
TREND
⟶
CASUAL GAMES
THREE:
Maximint. Anit evenis minctorist, quidus et acepeli
quamus raecae as nobis et volo volent ea si quam
net vitae ma volenis eaturiorem quis doluptus ma
⟶
L E A D I N G T H E W A Y.
aboressit dolupta ectisquam nonsequi que vel is
dis nobita.
⟶
UAL GAMES
MONEY IS. Ad revenue growth In-app purchase revenue growth Total revenue growth
Action
Adventure
Although nearly all genres saw in-app
purchases and ad revenues grow during Arcade
Puzzle
Racing
Role playing
HYPERCASUAL GAMES’
Simulation
IN-APP PURCHASE RE VENUE
GREW BY
Sports
Strategy
OV E R 1 62 %
Word
50K to 100K
C A S UA L G A M E S TA K E DAU size
40% OF
100K to 500K
THE PIE
500K to 1MM
AT E V E RY AU D I E N C E S I Z E . 1MM or more
Arcade
Board
S T R A T E G Y.
Card
Casino
As Chart 3.3 shows, in genres like
Casual hypercasual and word games, developers
Hypercasual make the bulk of their revenue from ads. In
Puzzle other categories of games, like RPGs, in-app
purchases drive revenue.
Racing
Role playing
The difference is this: Hardcore genres like
Simulation
RPGs and strategy (as well as casino games
Sports that revolve around player transactions)
Strategy derive most of their revenue from in-app
Trivia
purchases. Genres like word, arcade, and
casual games lean more heavily on ad
Word
revenue, with hypercasual games almost
0% 25% 50% 75% 100% entirely reliant on ads.
Ad vs IAP revenue
CHART 3.4:
APAC CHINA
Americas A N D J A PA N
R E LY M O R E H E AV I LY
China
ON AD REVENUE.
EMEA
Japan
Korea
$0 $5 $10 $15
T A S T E S V A R Y.
4.8%
World
2.3%
Simulation Action
19.3% 12.1%
Adventure
4.9%
Role playing Arcade
6.2% 2.6%
Board
Some games are truly global, but many in China, Japan, and Korea, where only Racing
3.3%
4.0% Card
gamers have differences in taste depending 11.6% of games being played in 2021 4.0%
Puzzle Casino
on where they live. As a consequence, were hypercasual. 11.8% 1.1%
Hypercasual
17.5%
CR ACKDOWN N E W R E G U L AT I O N S W E R E
INTRODUCED IN AUGUST 2021.
IS WORKING.
In the last year, Chinese authorities have restricted video CHART 3.8:
TREND
⟶
M U LT I P L AT F O R M
FOUR:
Maximint. Anit evenis minctorist, quidus et acepeli
quamus raecae as nobis et volo volent ea si quam
net vitae ma volenis eaturiorem quis doluptus ma
⟶
T H E WA L L E D G A R D E N S A RO U N D
⟶
ipsa conseditibus et
P L AT F O R M S W I T H A N E X P LO S I O N
lautem expla duciis aborerum enihilignia sequis Crying Suns, by Alt Shift
I N M U LT I P L AT F O R M R E AC H .
aboressit dolupta ectisquam nonsequi que vel is
dis nobita.
⟶
L AT F O R M
R E A C H P L AY E R S O N T H E Y A R E , R AT H E R T H A N A S K T H E M TO CO M E
T O O N LY T H E P L AT F O R M S T H AT W E H A P P E N
T O S U P P O R T. W E K N E W W E ’ D H AV E T O
M U LT I P L E P L AT F O R M S . M A K E A D A P T A T I O N S A L O N G T H E W AY, A N D
UNITY’S FLEXIBILITY HELPED US ALL KEEP
AN OPEN MIND AND GO AFTER THE BEST
SOLUTIONS POSSIBLE.
Regardless of what’s happening in the world or they can build a game on multiple
outside, people are turning to games to platforms simultaneously. Once a game is – T E D G I L L , P R E S I D E N T,
UNKNOWN WORLDS
spend time with each other. launched, they can allow players to access
their accounts from multiple platforms. And
Whether it’s developing games across developers can also offer crossplatform play,
platforms or devices, bringing new ways to which allows people to play with each other
play something people already love, or just no matter their device.
building places where people can be together, Subnautica: Below Zero, by Unknown Worlds
the gaming industry continues to find new If a game can follow a player from their home
ways to draw people closer no matter which console to their mobile phone or tablet, it
platforms they choose to play on. cuts down the chance that they’ll switch to
another game when they change devices. It
There are many ways to be multiplatform. also improves the player experience, making
Developers can build a game to work on a it easy for players to access their save files,
single platform before porting it to others, in-game purchases, and content anywhere.
Mobile
PlayStation 5
U N I T Y D O E S S O M U C H O F T H E H E AV Y
Nintendo Switch
L I F T I N G W H E N YO U ’ R E P O RT I N G TO
Xbox One
D I F F E R E N T P L AT F O R M S . I T G AV E U S
M U C H M O R E T I M E TO CO N C E N T R AT E PlayStation 4
O N T H E G A M E I T S E L F. PC
– O LOV R E D M A L M , C R E AT I V E D I R E C TO R ,
ZO I N K GA M ES
THE
AMERICAS January
2020
July
2020
January
2021
July
2021
January
2022
L E A D T H E PAC K
I N M U L T I P L AY E R G A M E P L A Y.
TREND
⟶
I N N O VAT I O N
FIVE:
⟶
L A RG E ST U D I OS CO N T I N U E TO
liquam et qui comnitis eaquiatis evelenis escimilit
voloressequi recabo. Everupi tempos doloribus,
ipsa conseditibus et
B A L L O O N , B U T T H E Y H AV E N ’ T
⟶
lautem expla duciis aborerum enihilignia sequis Call of Colors, by Passion Punch Studio
I N N O VAT I O N
C R O W D E D O U T I N D I E I N N O VAT I O N .
aboressit dolupta ectisquam nonsequi que vel is
dis nobita.
⟶
O N AV E R A G E , L A R G E S T U D I O S H AV E
W I T H U N I T Y, I T H I N K T H E S M A L L E S T S T U D I O C A N
E A S I LY P U B L I S H O N A N Y P L AT F O R M T H E Y WA N T.
– TO M A S S A L A , C R E ATO R , T H E FA LCO N E E R
© 2022
The Falconeer, Unity
by Tomas SalaTechnologies 30 of 40 | unity.com
DEVELOPERS WITH
Many developers specialize in just one Developers that publish three or more styles
genre of game. As Chart 5.1 shows, 76% of of games have daily revenue 119% higher than
developers publish only a single kind of game. developers that publish only two kinds, which
DO BETTER.
diversified portfolios, as Chart 5.2 indicates. jump from single-genre publishers to those
that publish three or more.)
Most publishers specialize in one genre. But the ones that diversify make more revenue.
+119%
+78%
3 or more
Ad monetization, mediation,
and user acquisition (UA)
Not every tool needs to be built in-house, engagement and segmentation services; 88%
so developers are increasingly turning use in-app purchase services; and 76% use
Analytics, authentication,
to sophisticated third-party tools to help analytic, authentication, and privacy services. and privacy
Multiplayer
C O N T E N T O V E R T H E A I R W I T H O U T H AV I N G T O S U B M I T A N E W
and segmentation
B U I L D E V E RY T I M E . B E I N G A B L E TO T E ST O U T CO N T E N T W I T H O U T
A F F E C T I N G L I V E P L AY E R S — T H A T F L E X I B I L I T Y A N D S E C U R I T Y W A S 0% 25% 50% 75% 100%
R E A L LY I M P O R TA N T T O U S . Percentage of games using service categories in indie, mid-market, and large studios
5–30% INCREASE
IN REVENUE GROWTH.
W E WA N T TO M A K E S U R E W E G I V E U S E R S A G R E AT E X P E R I E N C E ,
A N D I F T H E R E A R E I N A P P R O P R I A T E A D S T H A T S H O W U P, I T H U R T S
O U R G A M E A N D B R A N D. N OW T H AT W E U S E A D CO N T RO L S W E ’ R E
A B L E T O M A N A G E T H I S M U C H M O R E E F F E C T I V E LY
– C A R LO S A N T I AG O, M O N E T I Z AT I O N M A N AG E R , U K E N G A M E S
TREND
⟶
MORE CONTENT
SIX:
Maximint. Anit evenis minctorist, quidus et acepeli
quamus raecae as nobis et volo volent ea si quam
net vitae ma volenis eaturiorem quis doluptus ma
velist abore, aceriat emquidentis eruptas eturenis
⟶
P L AY E R S WA N T M O R E C O N T E N T F O R
lautem expla duciis aborerum enihilignia sequis Subnautica: Below Zero, by Unknown Worlds
T H E G A M E S T H E Y A L R E A DY LOV E .
aboressit dolupta ectisquam nonsequi que vel is
dis nobita.
⟶
CONTENT
I S B E CO M I N G T H E F O R C R E AT I N G , B U N D L I N G , U P LOA D I N G ,
AND TESTING ASSETS THROUGH THE
CLO U D BY US I N G CLO U D CO N T E N T
I N D U S T RY S TA N DA R D. D E L I V E R Y. I T ’ S L I K E A D E V E L O P E R -
F R I E N D LY O N E - S T O P - S H O P F O R A S S E T
M A N A G E M E N T A N D D E L I V E R Y.
– I S M A I L H A S A N O V, C T O ,
Once, games were standalone pieces of PA S S I O N P U N C H S T U D I O
content like books. They were a complete
experience at the time of purchase. Today,
they’re more like television shows – ongoing
series that grow over time. In particular, live
games have demonstrated their popularity
with gamers, who now expect games to have
regular content updates – new challenges,
modes, maps, cosmetics, character options,
and storylines. Many of the most popular
games today are built as services, including
Genshin Impact, Apex, and League of
Legends.
ways to increase the number of people drop, the impact at the median is a 3.46%
New content means more IAP for hit games.
playing your game over time. Players don’t lift to IAP. But, for the content releases that
want to play the same old thing over and over are hits, where people want to come back
Median 75th 95th
again. Eventually, they will want new content. to again and again, new content drives high
increases in the number of people playing.
As we noted in Unity’s State of Live Gaming Following new content for games at the 95th
Report, incremental content updates are a big percentile of DAUs, IAP revenue increased
way to keep your hits active. more than 85%.
W E H AV E B E E N A D A P T I N G A N D
E V O L V I N G S U B W AY S U R F E R S W H I L E
0.00% 25.00% 50.00% 75.00%
K E E P I N G T H E N O S TA LG I A F E E L T H AT
M A K ES T H I S GA M E O N E - O F -A K I N D.
– M AT H I A S G R E DA L N Ø RV I G ,
CE O, SY B O
CO N CLUS I O N : G A M E L I F E S PA N S W I L L L E N GT H E N .
The popularity of live games means consumers expect to
INDIE AND MID-MARKET
DEVELOPERS WILL INVEST IN
P L AY E R I N T E L L I G E N C E .
SIX TRENDS
engage with their favorite games over long periods of time.
B E YO N D 2 0 2 2 C R O S S - P L A T F O R M M U L T I P L AY E R
GA M ES W I L L B E CO M E M O RE
studios enjoy.
CO M M O N .
Gamers now expect to be able to access their game accounts
THERE WILL BE INCREASED
2021 was a good year for the business ADOPTION OF SPECIALIZED TOOLS
from any device, and to play against people no matter what
of gaming. More games were made than device they are using. We expect this feature to become A N D T H I R D - PA RT Y E X P E RT I S E .
ever before, revenue was up, and players standard throughout the industry.
A growing number of third-party services and data analytic
found their way to their favorite games as tools give studios of all sizes the ability to compete at the
a respite in a troubled world. As the world highest level.
M O B I L E M U L T I P L AY E R G A M E S W I L L
slowly emerges from the upheaval of the
B E CO M E T H E S TA N DA R D OV E R T H E
pandemic, the gaming industry continues
NEXT DECADE. M E TAV E R S E A N D T H E B L O C KC H A I N
to find its way forward.
Games like PUBG Mobile are popular for a reason. Especially W I L L B E T E S T E D B U T N O T Y E T F U L LY
with the growth of 5G networks, we expect people to E M B R ACE D.
embrace more games in which they can play against one
We are excited about the potential of new technologies
another from their mobile devices.
like the metaverse and of expansions of older ones like
the blockchain. But we don’t expect that 2022 will be the
year that those technologies supplant existing ways to
play games.
The data in this report is drawn from the Unity Engine and the
Unity Gaming Services portfolio of products, including games
made with Unity that are sending events through Unity. These
⟶
Unity (NYSE: U) is the world’s leading platform for creating and operating real-
powerful gaming solutions span mobile, PC and, console,
time 3D (RT3D) content. Creators, ranging from game developers to artists,
ABOUT UNITY
by Unity creators have been downloaded more than five billion times per month
Although we also include outside sources of information,
in 2020. For more information, please visit unity.com.
the data shown in the charts and graphics is original to
Unity. In addition, we are grateful to those members of the
industry whom we interviewed for this report, many of whose
contributions are quoted throughout.
⟶
ABOUT UNITY
⟶