COMPARATIVE STUDY ON MARKET ANALYSIS OF SUBWAY SURFER AND TEMPLE RUN
In the past twenty-five years, the gaming market has deeply ingrained itself as a signi?cant contributor to the global entertainment market. Compared to other established entertainment sectors such as films and music, the mobile gaming segment has seen a sudden rise in its popularity. As per recent studies, an average person spends almost 3 hours daily playing mobile games and more than 2 hours on their phones. The authors therefore tries to do a comparative study on market analysis of two of the widely available and popular games namely Subway Surfers and Temple Run and highlight important ?ndings from current investigation in marketing and other disciplines.