Preprint / Version 1

Mobile Gaming: Supercell’s Rise to Fame and the Keys to Success

##article.authors##

  • Maximilian Brameld Polygence

DOI:

https://doi.org/10.58445/rars.825

Keywords:

Mobile Gaming, Supercell, Video Games

Abstract

The video game industry has grown dramatically in the past two decades, partly due to the introduction of mobile gaming. Supercell, a small Finnish company, took the mobile game industry by storm in 2012 with its two hit releases, Hay Day and Clash of Clans. Supercell followed the success with the games Boom Beach (2015), Clash Royale (2016), and Brawl Stars (2018). Each of the five games has made Supercell over one billion dollars. Supercell has managed to keep its top games relevant since the times of their releases, and they are still generating substantial revenue and popularity today as 2024 approaches. Nevertheless, the company’s revenue has slowly declined from its peak in 2017 due to its struggles to keep up with the ever-evolving industry and retain its users. This paper will do two things. First, we will break down the methods behind Supercell’s success as a company, including company culture, timing and placement, game development, updates and maintenance, artwork, advertising, and monetization. Second, we will look into the causes of Supercell’s decline, where the company is headed, and speculate its best course of action to return to its former dominance. Ultimately, we will attempt to build the optimal model for a financially successful and sustainable mobile game company by focusing on the current aspects of a good game.

References

Statista Market Insights (2023). Video Games - Worldwide. Statista. https://www.statista.com/outlook/dmo/digital-media/video-games/worldwide

Federica Laricchi (2023). Number of smartphones sold to end users worldwide from 2007 to 2022. Statista. https://www.statista.com/statistics/263437/global-smartphone-sales-to-end-users-since-2007/

J. Clement (2022). Most popular reasons for playing video games according to gamers in the United States as of August 2022. Statista. https://www.statista.com/statistics/239310/reasons-why-female-online-gamers-play-games-in-the-united-states/

J. Clement (2023). Share of video gamers in the United States who have made social connections through video games in 2023. Statista. https://www.statista.com/statistics/1340350/us-video-gaming-community-social-connections/

Federica Laricchi (2022). Number of smartphone users in the United States from 2009 to 2040. Statista. https://www.statista.com/statistics/201182/forecast-of-smartphone-users-in-the-us/

J. Clement (2023). Distribution of video gamers in the United States in 2022, by age group. Statista. https://www.statista.com/statistics/189582/age-of-us-video-game-players/

Aakash Gupta (2023). The World’s Most Valuable Per Employee Company: Supercell. Product Growth. https://www.aakashg.com/2021/12/22/supercell-story/#:~:text=Supercell%20only%20employs%20340%20people,a%20higher%20valuation%20per%20employee.

J. Clausnitzer (2021). Number of active studios in the gaming industry in Finland in selected years from 2004 to 2018. Statista. https://www.statista.com/statistics/1008733/number-active-game-studios-finland/

About Us (Updated 2023). Supercell. https://supercell.com/en/about-us/

Dan Pearson (2016). "My Biggest Nightmare is Waking Up and Realizing We've Not Failed in a Year". GamesIndustry.biz.

https://www.gamesindustry.biz/my-biggest-nightmare-is-waking-up-and-realising-weve-not-failed-in-a-year-that-means-were-not-taking-enough-risks#:~:text=%22%20%7C%20GamesIndustry.biz-,%22My%20biggest%20nightmare%20is%20waking%20up%20and%20realising%20we've,this%20year's%20annual%20BAFTA%20lecture.

Juhani Mykkänen (2014). That's super! Best practice: What can we learn from Supercell’s success?. Aalto University.

https://www.aaltoee.fi/en/aalto-leaders-insight/2014/thats-super-best-practice-what-can-we-learn-from-supercells-success#:~:text=Today%2C%20you%20have%20to%20have,that%20failure%20and%20move%20on.

Supercell Oy (0BT28C-E) Subsidiary (2017). Factset.

J. Clement (2023). Most popular mobile gaming apps published by Supercell in 2022, by revenue. Statista. https://www.statista.com/statistics/1221278/supercell-top-grossing-mobile-games/

Ilkka Paananen on Importance of Culture, Why You Need to Find Ways to Renew Yourself, and Deciding to Pivot (2021). Accel.

https://www.accel.com/noteworthy/ilkka-paananen-defining-the-culture-of-supercell

J. Clement (2023). Revenue generated by Supercell from 2012 to 2022. Statista. https://www.statista.com/statistics/298766/supercell-annual-revenue/

Clash of Clans (2015). Youtube. https://www.youtube.com/watch?v=XH3Xu1-cvII

Clash Royale (2016). Youtube. https://www.youtube.com/watch?v=TJryIc0Cwy4

J. Clement (2023). Annual revenue generated by Zynga from 2008 to 2021. Statista. https://www.statista.com/statistics/273567/zyngas-annual-revenue/

Aaron Bush and Justin Stolzenberg (2021). Supercell’s North American Expansion. Naavik. https://naavik.co/digest/supercell-embracer/

Laura Ceci (2023). Number of available apps in the Apple App Store from 2008 to July 2022. Statista. https://www.statista.com/statistics/268251/number-of-apps-in-the-itunes-app-store-since-2008/

Ilkka Paananen (2023). The Next Chapter of Supercell. Supercell. https://supercell.com/en/news/next-chapter/

Gordon Kelly (2013). Supercell's CEO Reveals the Culture he Built to Produce a £2.5 Billion Company in 2 Years. Wired. https://www.wired.co.uk/article/ilkka-paananen-interview

Michial Katkoff and Giovanni Ducati (2020). 10 Years of Excellence - Deconstruction of Supercell. Deconstructor of Fun. https://www.deconstructoroffun.com/blog/2020/4/23/deconstruction-of-supercell

Rebekah Valentine (2019). What Happens When You Turn a Studio Upside Down?. GameIndustry.biz. https://www.gamesindustry.biz/what-happens-when-you-turn-a-studio-upside-down

Statista Research Department (2023). Tablet shipments worldwide by operating system from 2010 to 2022. Statista. https://www.statista.com/statistics/273268/worldwide-tablet-sales-by-operating-system-since-2nd-quarter-2010/

Federica Laricchi (2023). Number of smartphones sold to end users worldwide from 2007 to 2022. Statista. https://www.statista.com/statistics/263437/global-smartphone-sales-to-end-users-since-2007/

The 8 Things Supercell Is Doing to Level Up (2023). Deconstructor of Fun. https://www.deconstructoroffun.com/blog/2023/04/12/supercells-transformation

J. Clement (2023). Highest grossing mobile games worldwide in 2023 YTD. Statista. https://www.statista.com/statistics/1179913/highest-grossing-mobile-games/

How Long Will It Take to Upgrade from Town Hall 2 to 15 (2022). Clash Ninja. https://www.clash.ninja/guides/how-long-to-upgrade-th-2-to-15

Sehaj Dhillon (Updated 2023). Clash of Clash Revenue and Usage Statistics (2023). Business of Apps. https://www.businessofapps.com/data/clash-of-clans-statistics/#:~:text=Clash%20of%20Clans%20is%20one,surpass%20%241%20billion%20yearly%20revenue

Clash of Clans Wiki - Version History (Updated 2023). Fandom. https://clashofclans.fandom.com/wiki/Version_History

Free Fire Gamer (2023). 10 Reasons Why Clash of Clans Is the Best Mobile Game Ever. PointofGamer.com. https://pointofgamer.com/10-reasons-why-clash-of-clans-is-the-best-mobile-game-ever/

Pengxu Huang and Guanrong Zhang (2023). Case Analysis of Supercell’s Marketing Strategy. Research Gate. DOI:10.54691/bcpbm.v43i.4643

Google Trends (2023). Google Trends. https://trends.google.com/trends/explore?date=2016-01-01%202023-09-23&q=clash%20royale,brawl%20stars,clash%20of%20clans,hay%20day&hl=en

Ilkka Paananen (2022). Are Our Best Days Behind Us or Ahead of Us?. Supercell. https://supercell.com/en/news/best-days/

J. Clement (2023). Annual revenue generated by Rovio Entertainment from 2010 to 2022. Statista. https://www.statista.com/statistics/579828/rovio-revenue/

J. Clement (2023). Net revenue generated by Electronic Arts from fiscal 2005 to 2023. Statista. https://www.statista.com/statistics/269696/revenue-of-electronic-arts-since-2005/

How Mobile Game Developers Are Using In-Game Collaboration Events to Boost Player Retention (2022). Game Refinery.

https://www.gamerefinery.com/how-mobile-game-developers-are-using-in-game-collaboration-events-to-boost-player-retention/

Social Gaming Market- Global Industry Analysis and Forecast (2023-2029) (2023). Maximizing Market Research.

https://www.maximizemarketresearch.com/market-report/global-social-gaming-market/44754/

Kyle Zapitell (2023). The Rise of Social Gaming. Coruzant Technologies. https://coruzant.com/esports/the-rise-of-social-gaming/

J. Clement (2023). Number of Video Game Users Worldwide From 2017 to 2027. Statista. https://www.statista.com/statistics/748044/number-video-gamers-world/

Kenny Goodman (2023). How Fortnite Weaves Brands Into the Game and Makes Billions. Weird Marketing Tales. https://weirdmarketingtales.com/fortnite-integrates-brands-makes-billions/

Downloads

Posted

2023-12-25

Categories