The total global revenue for the MOBA, similar to games like “League of Legends” or “Dota 2,” is far more impressive, surpassing $3.5 billion in revenue. The Chinese version of the popular game (often translated as “Honor of Kings”) accounts for 96% of total revenue earned.
In China, where the game has long been a phenomenon, it earned Tencent $89.2 million in the first half of 2018, an increase of more than 25% from 2017.
For other countries, the game is not quite as popular, but still showing impressive performance. “Arena of Valor” is free-to-play on iOS, Android, and is soon coming to the Nintendo Switch.
Gross revenue for other countries for the first half of 2018 was $46.6 million, a more than 50% increase from the year prior. This increase in revenue occurred in spite of a 10% drop in downloads for the game, suggesting a more committed player base.
This could also relate to a recent report by DeltaDNA which found that casual players are paying more in free-to-play games like “Arena of Valor.” As more players choose to purchase optional in-game features and items, mobile revenue increases and developers rely less and less on “whales”— the small percentage of players who spends inordinately large amounts of money in games.