Call of Duty Warzone: Mobile Sees $6.92 Million in Consumer Spending Within First Month
Activision’s Call of Duty Warzone: Mobile has made headlines in the gaming industry with its recent financial performance. Since its global launch on March 21st, the game has raked in $6.92 million in consumer spending within its first month. Despite an impressive 50 million pre-registrations, the game faced challenges such as performance issues and device overheating, leading to a decline in spending towards the end of April.
During its initial four days post-launch, Call of Duty Warzone: Mobile brought in $1.4 million globally, maintaining a steady revenue stream above $1 million per week until the final week of April, where it dropped to $908.6 million. This decline coincided with player complaints about the presence of bots in the Season 3 update.
The United States emerged as the top contributor to Warzone: Mobile’s revenue, accounting for 48% of its lifetime earnings, which increased to 50% in the last 30 days. Japan followed as the second-highest spender, contributing 7% of revenue, with Mexico in third place at 5%. This distribution highlights the game’s primary audience for monetization, mirroring the pattern seen with its predecessor, Call of Duty: Mobile.
Comparatively, Call of Duty: Mobile enjoyed a much stronger start, generating $44 million in its first month following its launch in October 2019. This marked a significant difference, with Call of Duty: Mobile’s initial month revenue surpassing Warzone: Mobile’s by over six times. The question now arises whether Warzone: Mobile will achieve the same success as its predecessor, reaching the $3 billion mark, or if the recent revenue decline signals the beginning of a downward trend.