PUBG Mobile Helped Tencent Pull in Over Half a Billion Dollars Last Month

And you probably still didn't get that skin...

Tencent, the owner behind PUBG Mobile, managed to climb atop the revenue charts last month. According to Sensor Tower, which collects data across the iOS App and Google Play stores, Tencent pulled in more app revenue than any other publisher in the month of August 2019 with more than $682.4 million in user spending reported. That’s a lot of loot crates.

What’s interesting is that the Sensor Tower data paints the iOS app store as being a major contributor to this figure. Tencent tops the chart on Apple devices, while it doesn’t even make the Top 10 on the Google Play side of things. To completely fall off the radar on the Google Play Store yet still manage to pull in more revenue than Sony or Bandai Namco – who have Top 3 places across every chart – is intriguing. Though NetEase managed a similar feat.

PUBG Mobile August revenue

It’s worth noting that this doesn’t mean PUBG Mobile alone has managed to rake in over half a billion in in-app revenue. Tencent publishes a multitude of games across the smartphone market including big titles like Arena of Valor and Chess Rush:¬†another Auto Chess game likely filled to the brim with character skins.

Some of its titles are published by Garena in different regions. That allows the company to slide into the bottom of the Top 10 chart on Google Play. This potentially reaffirms the idea that players in the regions Garena typically works out of play more frequently on Android hardware.

And if you thought NetEase was closing in on Tencent by being just one place from the top, you’d be wrong. For the $682.4 million Tencent brought in, NetEase, its closest competitor according to the chart, managed around 33 percent of that with $276 million.

This year’s figures actually point to sizable year-over-year growth for both companies. Tencent’s earnings for this August trumped the numbers of the same time last year by 30 percent. For NetEase, we saw 24 percent growth instead.

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Now these figures are toted as estimates by Sensor Tower’s “Store Intelligence” platform. However, they’re numbers commonly reported until these companies dish out finer details during things like stockholder events.

But while there’s every chance the actual numbers could be noticeably lower, each company’s figures are likely higher than what we see here. That’s because the Sensor Tower data only tracks the two major app stores on iOS and Android devices. That doesn’t include any third-party equivalents, like the Samsung Store found on some of the most popular Android handsets on the market.

Given the Google Play Store app is unavailable in places like China, where mobile gaming and Tencent reign supreme, and typically account for far higher in-app spending habits, it’s very possible Tencent could have crossed the $1 billion revenue mark in August alone.

Back in May, Tencent reported that PUBG Mobile was pulling in more than 100 million active players a month. In June, it officially crossed 400 million total downloads, too. Given the rate at which randomized items like character and weapon skins are tossed out, it isn’t hard to see why players think the company prioritizes skins over bug fixes. What is surprising is how they managed to do it without Google Play becoming a major contributing factor.


Disclaimer: Fanbyte is owned by Tencent, which also runs Tencent Games, developer and publisher of PUBG Mobile. Tencent also subsidizes much of Fanbyte’s PUBG Mobile coverage by covering freelancer budget costs. Those covering PUBG Mobile for the site have no contact with Tencent, however, and are given complete creative control to write whatever they wish.

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