Genshin Impact rakes in insane amount of money in first month on mobile - Dexerto
Genshin Impact

Genshin Impact rakes in insane amount of money in first month on mobile

Published: 31/Oct/2020 17:35

by Georgina Smith


New data from Sensor Tower has revealed that free-to-play gacha game Genshin Impact scooped up a colossal amount of money within only its first month of launch on mobile, beating many other app store strongholds to the top spot.

While Genshin Impact initially got a reputation for its similarity to Legend of Zelda: Breath of the Wild, its diverse selection of playable characters, intricate elemental magic system, and gripping story set the RPG apart from games like it.

For a free-to-play game it has extraordinary depth, but the way that developer miHoYo monetizes the game is via the divisive ‘gacha’ system.

Genshin Impact characters by a city
Genshin Impact
Genshin Impact has been rated highly by critics.

Players can take a shot at winning their favorite character via the wish system, and while the game allows you to use some wishes for free, in order to have a shot at zoning in on the one character you want, players will need to spend real-world money to purchase wishes.

Genshin Impact’s extraordinary revenue

New data from Sensor Tower published on October 28 reveals that Genshin Impact has raked in a huge amount of money within its first month, September 28 to October 27.

Just on mobile platforms alone, the game earned a whopping $245 million dollars, a crazy amount of money considering it’s a free-to-play application.

For this period, Genshin has absolutely obliterated other high-earning games that remain staples of the app store such as Honor of Kings ($216 million), PUBG ($195 million), and global hit Pokemon Go ($122 million).

Graph from Sensor Tower showing top grossing mobile game worldwide between Sep 28 and Oct 27 2020
Sensor Tower
The interesting data report shows Genshin Impact pulling in hefty revenue.

The gacha mechanic has clearly paid off for miHoYo in this instance, with streamers and YouTubers across the world spending thousands of real-world dollars on obtaining their favorite characters.

Some have even blasted the game for being “predatory,” one streamer saying “I think this system is gambling. I can’t believe that this exists in a game. And I refuse to promote it. I can’t do it and I’m so sorry that I did.”

Regardless of people’s opinion on the mechanic, it doesn’t look like the success of the game is slowing down, with Genshin still ranking high on Twitch, and many popular streamers giving the RPG a try.


Queens Gaming Collective CEO explains need for women-led organization

Published: 17/Nov/2020 12:59

by Adam Fitch


Queens Gaming Collective, a gaming lifestyle company led by women, has launched with $1.5m in investment.

Founded and operated by women, the collective has assembled to amplify accessibility and opportunities for their content creators, streamers, and competitors so they can “build equitable and profitable careers in gaming.”

Queens Gaming Collective launched to “level the playing field in a crowded, competitive, and male-dominated industry” and have a roster of prominent figures to boot. Each have ownership in the brand and will be given tools and guidance to “unlock economic upside.”

The collective initially houses musical acts CRAY, Sharlene, Coco and Breezy, Erica Nagashima, Sunzibae, bunnymightgameu; content creators AvaGG, Kiera Please, demisux, Bloody, Kayla Delancey, BlackKrystel, xmiramira, SavEdgeDoll, HelloIAmKate; influencer Carrington Durham; cosplayer Maid of Might; and WNBA champion Alexis Jones.

Queens AvaGG KieraPlease
Queens Gaming Collective members Kiera Please (left) and AvaGG (right).

The aforementioned members will create collaborative content and activations for platforms owned by Queens Gaming Collective. They’re also joined by an ambassador network, dubbed the Queens Court, that includes former NBA star Baron Davis and media figure Karen Civil.

Dexerto asked CEO and co-founder Alisa Jacobs why it was important for Queens Gaming Collective to exist. “Because it is wildly shocking that it didn’t exist. Nearly half of the world’s gamers are women,” she said. “Nonetheless, through the lens of representation, especially in streaming, where are all the women? For every Pokimane or Valkyrae, there are a dozen men — Ninja, Shroud, Myth, TimTheTatman, Dr. Disrespect, Dr. Lupo, etc.

“Our Queens have built their own dedicated, engaged audiences, but all want and deserve additional support to elevate and expand within the industry. This is where we come in. We are an arsenal. We provide the professional weaponry required for battle, including heavy artillery like meaningful resources, platform and opportunities. While there is plenty of white space to develop and celebrate these gamers, it takes a village. There is a more resounding, industry-wide issue that we are adamant to address. It’s an immediate call to action for all of us.”

In recent times, esports has seen more investment placed in diversity and inclusivity with Gen.G partnering with dating app Bumble to scout and house all-female teams, Cloud9 signing a female Valorant roster, and Dignitas launching their ‘FE’ platform for women in gaming. As Jacobs explained, this is a start but the cause isn’t over just yet.

Cloud9 White Valorant
Cloud9 announced the first all-female Valorant roster on October 25.

“We love seeing top-tier esports organizations putting action behind their words, and are sincerely rooting for each team and initiative,” she said. “It sets the precedent. However, there is still a lot of work to be done here. We’re just scratching the surface when it comes to broader areas to tackle in esports and gaming. This is why we are so purposeful in selecting our Queens. Our inaugural class, as well as our investors, executives, staff, and vendors, for that matter, are diverse in terms of background, gender, race, talent and thought.”

The collective have launched with support from investors and endemic gaming companies alike. Razer have joined the company as a partner, providing them with peripherals like mice, keyboards, and headsets to use when creating content.

BITKRAFT Ventures, a firm launched by ESL and G2 Esports co-founder Jens Hilgers, led the investment in the company. Other contributors include Muse Capital founding partners Assia Grazioli-Venier and Rachel Springate, former MTV executive Amy Finnerty, Kappa USA president Dre Heyes, Sugarfina co-founder Rosie O’Neill, and seven other businesswomen.

“Our seed capital is going into critical resources necessary to bring Queens to market and foster our roster’s long-term growth,” Jacobs said of such support. “Razer will provide our talent with the peripherals they need to better create content, and connect with other Queens and their respective audiences.”

With the ethos and approach of Queens being made clear from the get-go, Dexerto asked their CEO as to the ultimate ambition behind the venture.

“Our primary goal is to help create and equalize opportunities for women in gaming and gaming culture,” she answered. “We’ll do that by providing our Queens increased access, management, guidance, and resources they need to be successful. Collectively, all of these can help empower meaningful personal brands and careers, and affect change. We seek to inspire the next generation of culture-makers and young women in gaming.”

Queens Gaming Collective will host a celebratory launch stream on December 5, with team members being joined by the Queens Court on Twitch.