54+ Skool Games Stats (2024)
As many as 21,900 people are building their business playing The Skool Games.
Estimated earnings of paid communities on Skool are over $42,500,000 from over 5,940,000 members.
As a result, Skool Games is gaining A LOT of attention on various social media platforms…
and people want to find out more about what it takes to finish in the top 10 on the leaderboards.
Below, we dive deep into the top Skool Games stats including participant and revenue data.
Top Skool Games Stats
- 54.1% of people who start a paid community on Skool make money
- Over 21,900 people take part in The Skool Games and 500+ more join each week
- Average monthly earnings of top 8% percentile community creators surpass $9,600
- Skool has over 167,400 communities across 22 categories
- The largest community on Skool has 173,200 members
- The ratio between paid and free memberships across the whole platform is approximately 1/9
- In top 8% of community percentile, the most popular category is Business and the least popular category is Cars
- Approximately 15% of communities have positioned themselves as premium & exclusive using ‘Elite’, ‘Premium’, ‘VIP’ & ‘Inner Circle’ in their names.
Skool Games Leaderboard Statistics
Biggest Gap in Combined Revenue of Skool Games Winners Occurred Between March & September 2024
Here’s graph showing the development of combined revenue from winners:
Average Creator Value Increased 2.7x From Annual Low of March
The peak of average MRR produced by Skool Game winners was recorded in September 2024, reaching $66,300. Lowest point occurred in March 2024 ($24,600 MRR).
Our conclusion here is that monetization potential of communities is showing strong upward potential for people participating in the Games.
Below you can find the averages of monthly incomes earned by the winners:
Month | Average MRR in $ |
---|---|
February | 52,198 |
March | 24,620 |
April | 40,425 |
May | 58,011 |
June | 35,732 |
July | 33,130 |
August | 34,646 |
September | 66,348 |
October | 57,542 |
Threshold for Winning Seems to Stabilise at ~$26K in Fall 2024, Down 37.5% From February 2024 Peak
Highest threshold during this year so far occurred in May 2024 ($41,300 MRR).
Although Skool Games is not over yet for October, the current level required for winning is stabilising to around $26,000 MRR.
This is great news for people who are just starting out their communities and aim for the trophy!
Threshold MRR for finishing in the top 10 compared to MRR of 11th place finishers below:
Month | 10th Place MRR in $ | 11th Place MRR Threshold in $ |
---|---|---|
February | 40,513 | 38,573 |
March | 16,035 | 13,631 |
April | 26,215 | 19,404 |
May | 41,328 | 40,716 |
June | 23,492 | 22,372 |
July | 16,732 | 15,727 |
August | 27,284 | 24,651 |
September | 27,170 | 26,175 |
October | 25,304 | 25,304 |
50% / 4 of 8 Months Show Double-Digit Growth in Winner MRR, Despite High Volatility
On average, the total monthly growth of winner MRR was +11.5% - there was significant volatility in MRR changes between February and October.
On the other spectrum, we saw the biggest month-over-month decline of combined Top 10 MRR in March (-52.8%).
Here’s a closer look at total MRR earned by winners of the games:
Month | Total MRR in $ |
---|---|
February | 521,978 |
March | 246,197 |
April | 404,246 |
May | 580,107 |
June | 357,322 |
July | 331,298 |
August | 346,462 |
September | 663,479 |
September, April & May 2024 Saw The Highest Growth in Total MMR of Top 10 Creators
The strongest growth was seen in September 2024: A whopping +91.5% compared to August 2024:
7 Participants Made The Top 10 More Than Once
Max Perzon is the only one who got there 3 times. Here’s the highest MRR levels of 3 top-performers finishers who made the top 10 multiple times:
Let’s take a look at these statistics in percentages as well:
82% of Skool Games Winners Finished in Top 10 Only Once
Less than 1 in 5 appeared twice in top 10:
While double appearances are uncommon, triples are super rare.
Those finishing in the very top positions also take home the largest piles of cash:
48.2% of the Revenue In Top 10 Is Created By Top 3 Positions
Almost half of the total income of Winners goes to the Top 10.
Community Naming Statistics
‘The’ Is the Most Popular Prefix In Community Names
In The Skool Games you want people to know your group is ‘The place to be’ - this shows clearly in our analysis of naming patterns.
Academy Is The Most Used Suffix in Naming
Community and Club rank 2nd and 3rd.
Three Categories With High Growth Potential Cover Only 6.8% in Top 8% Percentile of Communities
The low coverage of communities in languages, cards & pets seems rather odd to us. For new Skool Games participants, picking one of these niches is a clear market opportunity.
5 Common Prefix & Suffix Patterns Emerge in Community Naming
Prefix are the following:
- “The” - Extremely common across all categories (e.g., “The Brotherhood”, “The Academy”)
- “Elite” - Popular in Business and Fitness categories
- “Digital” - Common in Tech and Marketing categories
- “Master” - Frequently used in Skills-based communities
- “Inner Circle” - Popular in exclusive/premium communities
Suffix Patterns include:
- “Academy” - Most common across categories
- “Community” - Second most common descriptor
- “Club” - Popular in lifestyle categories
- “Hub” - Common in networking-focused groups
- “Tribe” - Popular in Spirituality and Fitness categories
9 Highest Frequency Words in Naming Refer to Groups & Places
Most common descriptive word ares:
- Academy
- Mastery
- Elite
- Premium
- University
- Club
- Community
- Inner Circle
- Society
- Tribe
Notable Trends in Geographic and Naming Format Patterns
Geographic Indicators
- Strong presence of international communities (German, French, Spanish, Chinese characters)
- Many communities include location-specific terms (Global, International, World)
Format Patterns
- Use of emojis in titles (particularly in newer categories)
- Special characters for emphasis (™, ®)
- Capitalization for emphasis (ALL CAPS titles more common in Business/Marketing)
4 Key Insights Drawn From Naming Patterns
Here they are:
Business Dominance: The top 4 categories (Business, Finance, Sales & Marketing, and Health & Fitness) account for 58.1% of all communities.
Market Maturity: More established categories tend to have more standardized naming conventions, while newer categories show more experimental naming patterns.
Monetization Strategy: Clear evidence of freemium model adoption across categories, with free versions serving as entry points to premium communities.
International Reach: Significant presence of non-English communities indicates strong global adoption.
5 Skool Games Winner Stories & Interviews Are Available on Skool Stories Channel on Youtube
These Winner Stories Include Max Perzon, Patrice Moore & other interesting personalities who openly share their thoughts and experience on how to win The Skool Games.
You can watch them on Skool Stories Channel here.
14-Day Free Trial Makes Joining Skool Games Risk-Free