
That's nearly double the $2 billion in revenue they had the previous year. Research firm Newzoo estimates that global revenue for more challenging midcore games accounted for $3.8 billion of the total $14.9 billion mobile market last year. The distinction between casual and midcore games can look fuzzy at first, but it matters. But mobile developers are discovering that more immersive game play increases engagement-and engaged gamers spend more money on virtual goods. To be sure, casual games like "Candy Crush Saga" remain immensely lucrative. The market for so-called midcore games like "Clash of Clans" is growing as gamers seek a deeper experience from free-to-play titles, say analysts.
