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Super Mario Run player engagement may have peaked just three days after launch

Verto Analytics sizes it up alongside Pokemon GO

Super Mario Run player engagement may have peaked just three days after launch

Super Mario Run saw user engagement peak at Day 3 and was vastly outperformed by Pokemon GO in terms of playtime and number of sessions, according to Verto Analytics.

The analytics firm studied US user data from the five days after Pokemon GO launched on July 6th 2016 and the five days after Super Mario Run's launch on December 15th 2016.

The data shows that Super Mario Run had slightly better engagement on Day 1 with around 15 minutes of play time across five sessions on average.

Storming ahead

However, Pokemon GO engagement rocketed over the following days and saw continued growth over the five days. By the end of the period it had peaked to an average of 25 sessions per user, with a total time spent of approximately 80 minutes a day.

Super Mario Run instead peaked on Day 3 with just six sessions a day and a total of 27 minutes spent on the game. Engagement then saw a steady decline for the rest of the period.

Verto notes that Super Mario Run is currently only available on iOS. Its launch on Android, which is predicted to come soon, could boost its engagement numbers.

Editor

Ric is the Editor of PocketGamer.biz, having started out as a Staff Writer on the site back in 2015. He received an honourable mention in both the MCV and Develop 30 Under 30 lists in 2016 and refuses to let anyone forget about it.