Source: It may be kept in mind that the 11 million Pokmon GO gamers is a distinctly low figure, measured versus a few of the 2018 MAU figures we see listed below. It is unclear whether these statistics relate to a particular OS (there is difference in a lot of the figures reported, we might do well to note that they are not main figures). On the other hand, it is certainly possible that other markets have become more prominent in regards to user numbers the game's domestic one.
Do individuals still play Pokmon GO? Yes, but maybe not so much in the US as elsewhere, it seems. What about the time in-between the early peak and the new smaller sized peak the apparently quieter year of 2017? Apptopia Pokmon GO stats showed 60 million month-to-month active users in June 2017, 20% of which (so 12 million) were active daily.
We saw 500 million Pokmon GO downloads as early as September 2016, 650 million in Febraury 2017, and 750 million in July 2017. At a Pokmon Business interview in May 2018, it was announced that Pokmon GO downloads amounted to 800 million. And finally, a Pokmon Business Singapore press factsheet indicates that since the end of March 2019, Pokmon GO downloads crossed the 1 billion threshold. In 2019, Pokmon GO was downloaded a total of 55 million times. carnivine pokemon go.
69% of these downloads were on Android (omitting third-party downloads i.e. China), and 31% on iOS.However slow and constant the download rate may seem, Pokmon GO is still quite controling the AR category in this respect. Those asking, "Is Pokmon GO dead?" might do well to look at this category.
Since December 2018, the Pokmon GO market share stands at 84%, if we utilize downloads as our step. This was not the case throughout the year we can see a big spike for Jurassic World Alive in May and June, which together with other titles pressed Pokmon GO's market share to around the 50% mark (tranquill pokemon).
As we're looking at market share here, it's unclear what the implications are for the overall size of the market; whether these titles are eating into each other's market share, or merely considerably increasing the overall number of downloads of AR/location-based video games (safeguard pokemon). It would also be intriguing to see the result on the general games market.
Source: Regardless of the number of downloads, we are seeing development in the MAU. Niantic can take credit for this, having not rested on its laurels or accepted defeat by any ways. It has been rolling out various upgrades in time. These include weather-based gameplay, objectives, and social functions (consisting of a much-coveted versus mode), as well as just including more Pokmon to catch.
While we might not be viewing as lots of Pokmon GO downloads, and for that reason new gamers, the longevity of these longer-term players is serving to bolster MAU numbers. There has been nothing before or considering that says Recode, like the Pokmon GO stats we saw in those first few weeks. The weekly peak downloads of 90.5 million is more than double Nintendo's Super Mario Run and not too far off being six times the level of Facebook around this time.
We might keep in mind the peak of near to 45 million daily active users worldwide, reached around two weeks after launch (slime pokemon). Following this, we see a sharp tail off, followed by a steadier decline. If we use that early peak as our yardstick, we might call this a terminal decrease (as we know, though, it is not rather basic). Those taking a longer-term view may be slightly more sensible in their expectations: there does tend to be a degree of churn with free-to-play games, as noted in a piece in the BBC.
In spite of that, the loss of 10 million gamers in the space of a month is, no doubt, a painful thing to experience. Not just for Niantic; Nintendo's share rate fell by 3% as a repercussion, in spite of it not really being a Nintendo product something which at one point Nintendo was forced to remind investors.
Source: It only got even worse from there on in. The pattern currently evident in August held, and Pokmon GO use continued to tail off. In the United States peak day-to-day player levels had reached 28.5 million in mid-July. By the end of December this had crashed down to 5 million. Once again, in the interests of perspective, 5 million daily gamers still makes it among the world's biggest in its category (see above).