Skillz Inc’s Monthly Active Users (2019-2022)

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This statistic highlights Skillz Inc’s Monthly Active Users, reported on a quarterly basis from Q3 2019 onwards.
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This statistic highlights Skillz Inc’s Monthly Active Users, reported on a quarterly basis from Q3 2019 onwards.

The Skillz platform allows users to participate and play in fair competitions. The financial model of Skillz’s is directed to align the interests of developers and gamers, driving value to the shareholders of the company. The company’s system eliminates the friction that exists in traditional monetization models between the gamers and developers by adopting monetizing through competition. Higher engagement and enjoyment by the users on the company platform drive more playtime, which ultimately creates more value for the Skillz and their developers. As of December 31, 2020, the company had over 9000 registered game developers on their platform that have launched a game integration. 

Skillz Inc’s Monthly Active Users

Item Q1 2020 Q2 2020 Q3 2020 Q4 2020 Q1 2021 Q2 2021 Q3 2021 Q4 2021
Monthly active users 2.60 2.60 2.70 2.40 2.70 2.40 3.00 3.70

(All the figures are in millions)

Monthly active users mean the number of end-users who joined the platform by a paid or free contest hosted on it at least once a month.

The monthly active users of Skillz Inc. has been continuously rising. The company has made efforts consistently to increase it quarter by quarter. In the latest quarter of 2021, i.e., Q4 2021, the monthly active users stood at 3.70 million, being the highest active users ever. It witnessed a huge increment of 117.65%, from 1.70 million in Q3 2019 to 3.70 million. On a year-on-year basis, the monthly active users witnessed a jump from 2.70 million in Q4 2020 to 3.70 million in Q4 20211, marking an increment of 37.04%. On a quarter-on-quarter basis, there was increase of 23.33%, from 3 million in Q3 2021 to 3.70 million in Q4 2021.

In 2020, the monthly active users witnessed a lot of fluctuations. Initially, for the first two quarters of 2020, the active users stood at 2.60 million, showing no growth between the two quarters. The number of monthly active users witnessed an increase from 2.60 million in Q2 2021 to 2.70 million in Q3 2020, making an increment of 3.85%. However, it then fell from 2.70 million in Q3 2020 to 2.40 million in Q4 2020, marking a decline of 11.11%. Overall, during the year 2020, the monthly active users witnessed a decrease of 7.7%, from 2.60 million in Q1 2020 to 2.40 million in Q4 2020. From hereon, the monthly active users increased by 12.5%, from 2.40 million in Q4 2020 to 2.70 million in Q1 2021.

In 2021, there was a lot of movement in the number of monthly active users. Initially, the monthly users fell from 2.70 million in Q1 2021 back to 2.40 million in Q2 2021, making a drop of 11.11%. Going further, the monthly active users have been on the rise. It increased from 2.40 million in Q2 2021 to 3 million in Q3 2021, showing an increment of 25%. Then, the figure rose from 3 million in Q3 2021 to 3.70 million in Q4 2021, witnessing an increase of 23.33% quarterly.

About Skillz Inc

Skillz Inc. was founded in 2012 by Casey Chafkin and Andrew Paradise. The vision was to make e-sports accessible to everyone. As of now, the company has 3.7 million monthly active users and hosts over 5 million daily tournaments on an average, including 1.4 million paid-entry daily tournaments. Skillz Inc. is in the business of connecting the world through competition, which serves both, users and developers. The platform provided by the company enables fun and fair competitive gaming experiences. The company has successfully built a community of interactive users by fostering trust among them. Also, the developers are rewarded for their developments that keep players engaged. The company generates revenue by receiving a percentage of players’ entry fees in paid competitions after deducting end-user prize money. The company’s technology capabilities provide the tools necessary for developers to compete for the world’s most sophisticated mobile game developers. The company’s software development kit (SDK) and developer console allow their developers to monitor, update and integrate their games effortlessly over the air.

Solitaire Cube, Blackout Bingo, and 21 Blitz accounted for 79% of the company’s revenue for the year ended on December 21, 2020. The company’s top titles rotate over time due to more games that have generated success on the Skillz platform. The number of games that generated over $1 million of annualized GMV has grown from 57% from 23 to 36 in the year 2020. GMV stands for gross merchandise value which means the volume of goods sold through customer-to-customer or any e-commerce platforms. At the end of the year 2020, Solitaire cube and 21 Blitz, both developed by Tether, together with blackout bingo, developed by Big Run, accounted for 72% of the revenue. For the year ended in December 2020, Big Run and Tether accounted for 28% and 59%, respectively of the company’s revenue. 

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