Tapinator, Inc. (TAPM) Mobile Gaming is not a Game
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- Mobile gaming industry projected to exceed $50 billion within three years
- Tapinator has proven track record with over 300 games and 400+ million player downloads
- Innovation driven, prepping for new wave of lucrative VR and AR games
To the casual observer it may seem frivolous, but mobile gaming is actually a mammoth business. In its very first year, Pokémon Go racked up a mind boggling $950 million in revenue and 500 million downloads (http://nnw.fm/r71Gd), and, with just 19 percent equity, Nintendo earned over $180 million on the game. Candy Crush generated $1.5 billion in revenues last year and earned upwards of $230 million (http://nnw.fm/jW9Vg). These eye-popping numbers are serious business.
Newzoo, which provides market intelligence on global games and mobile markets, forecasts that the global games business will grow to $108.9 billion this year, with mobile devices generating the lion’s share of the revenue. Newzoo called mobile the “most lucrative segment” of the gaming industry and predicts 19% year-over-year growth, with mobile gaming representing over half of the total games market by 2020 (http://nnw.fm/kv2QQ).
Success in this burgeoning industry is no game. Success requires extensive experience and broad ranging expertise. Tapinator, Inc. (OTCQB: TAPM), with its team of experienced developers, strategists and product specialists, has developed a significant portfolio of mobile gaming titles generating millions of player downloads and repeatedly demonstrated expertise in building scalable, quality gaming products across multiple categories.
Led by visionary CEO Ilya Nikolayev, the Tapinator team has been working together since 2007 building mobile games and applications. With a background in banking and technology, Nikolayev created one of the first successful Facebook applications, which was sold to Intelius, generating substantial returns for all of his investors. Nikolayev is recognized as an industry expert and has been featured on Fox Business, Bloomberg and TheStreet. With his guidance, the Tapinator team has developed and published over 300 mobile gaming titles that have collectively achieved over 400 million player downloads. Tapinator has been recognized in respected publications such as Forbes, Fortune, Venture Beat and The Huffington Post as a “mobile gaming company that has found a balance between profitability and creativity.”
Tapinator maximizes success of its mobile games by using its proprietary set of development and marketing processes based on gaming category, estimated player retention and projected player profitability. The company is constantly testing new technologies and is pioneering forays into virtual (VR) and augmented (AR) reality. Tapinator is prepared to capitalize on these markets, which are projected to exceed $150 billion by 2020.
Mobile gaming is not a game, but rather a lucrative technology- and analytics-driven business. Tapinator, targeting 30+ percent annual growth over the next two years, is proving to be among the innovators and leaders in this industry.
For more information, visit the company’s website at www.Tapinator.com
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