Analytics from the Rafinad platform: 82% of domestic players prefer computers, but 55% of the industry's total revenue comes from mobile gaming
We have published results of various studies and polls on our portal several times. However, in most cases, the sample in them was limited to one gaming platform or a publisher collecting feedback from its audience. This time, however, the data was collected by the traffic generation platform Rafinad, which is part of the marketing services group Kokoc Group. This allowed the analysts to cover the entire market in their research.
According to this research, the largest growth in reach in the previous year was in the segment of mass multiplayer online games (MMOs) and shooters — it amounted to 60-70% (with some franchises expanding their audience by more than 160%). This primarily concerns PCs, where FPS is the dominant genre.
As for gaming platforms, mobile gaming remains the main driver of the market: it accounts for 55% of the industry's total revenue. The popularity of mobile applications and alternative distribution methods has grown by more than 170%. A different result was hardly expected, given how widely accessible smartphones have become, and thanks to the gradual increase in capabilities, even relatively sophisticated projects like Genshin Impact now run on comparatively inexpensive models.
However, RPGs with open worlds lag behind in the number of installations, payment volumes, and the time users spend in-game compared to casual strategies. Meanwhile, shooters occupy only 12% of the mobile segment.
In recent years, the player base has become more diverse. The core market still consists primarily of core gamers — men aged 18 to 35 who prefer multiplayer online games, shooters, and competitive modes. However, the segment of mobile players is growing the fastest: men and women aged 25-45 prefer short gaming sessions on smartphones. The market is also actively expanding due to casual users over 30 who play sporadically and choose projects with simple rules, attracting people who previously had no interest in video games into the industry.
According to the platform's forecasts, next year, personal computers will continue to hold up to 82% of domestic players, leaving mobile and console gaming behind. Meanwhile, the government (IRI, PFKI, Skolkovo) will fund new gaming projects, while private capital is likely to take a wait-and-see approach until commercially successful hits appear.
The main challenges for companies this year remain the reduction of average user spending, competition with Chinese corporations, and the constantly emerging regulatory risks.