Search results for Hyper casual
Games & Commerce
Nexon unveils six new worlds for Hello Maple with university student creators
Nexon said on July 13 it has partnered with game development clubs at major South Korean universities to release six new worlds for its free block-coding platform Hello Maple and to launch related events. The release is part of a project to diversify content on the platform and foster next-generation creators. Six teams from Seoul National University, Korea University and Yonsei University developed hyper-casual games based on MapleStory Worlds Pro Mode.
Games & Commerce
Sensor Tower forecasts top 100 mobile games to generate $53 billion in revenue this year
Sensor Tower forecast global revenue from the top 100 mobile games will reach $53 billion this year. In its “2026 Mobile Game Monetisation Trend Insights” report released on May 14, it said revenue for the top 100 games rose steadily from 2022 through last year, reaching about $46.6 billion. It projects the group will account for about 58 percent of total mobile game revenue this year.
Games & Commerce
Game companies move into hybrid casual segment
Hybrid casual games are emerging as a new growth engine in the mobile market as hyper casual titles face saturation and weaker profitability. The format keeps simple controls but adds collection, RPG and storyline elements, while combining in-app ads and in-app purchases. AppMagic data show in-app purchase revenue rose sharply over a year. In South Korea, Supercent posted hit titles and won an export award, while NCSoft and KRAFTON unit Neptune expand in the segment.