Market (Overall)·Updated Mar 17, 2026 by Niko Partners
Report · January 1, 2025
Published by Niko Partners
This analysis explores the strategic shift toward out-of-app monetization in the global gaming industry, with a specific focus on Southeast Asia and China. The primary thesis posits that while Apple and Google have historically dominated distribution, publishers are increasingly adopting alternative channels—including third-party web stores, first-party direct-to-consumer platforms, and alternative app stores—to bypass high "take rates" and better serve unbanked populations in emerging markets. Key findings indicate that out-of-app monetization is already a mature practice in Asia. In Southeast Asia, these channels account for 21% of mobile game revenue, while in China, they represent 53% of the market. Data from 2023 highlights that in the "SEA-6" countries (Indonesia, Malaysia, Philippines, Singapore, Thailand, and Vietnam), 40-50% of the adult population remains unbanked, making the credit card-centric models of primary app stores ineffective. Consequently, gamers in these regions prefer e-wallets, carrier billing, and physical vouchers. A case study of Mobile Legends: Bang Bang in the Philippines demonstrated that a localized promotion using an e-wallet partner led to a 133% increase in daily purchase volume and a 167% rise in transactions. The scope of the research covers the evolution of digital distribution over the last 15 years, with a forward-looking projection through 2027. It emphasizes the impact of regulatory momentum in the EU, UK, South Korea, and Japan, where new legislation is forcing primary stores to allow alternative payment systems. Methodology relies on Niko Partners’ 2023 market model, gamer surveys, and proprietary data from Coda Payments. The findings conclude that publishers who fail to localize their monetization and discovery strategies risk losing significant market share to regional competitors who offer more flexible, lower-cost payment solutions.
2 Access for All: Expanding the Opportunity for Players and Developers Worldwide | Stakes at Play This whitepaper explains the market opportunity available to publishers and developers who choose to work with a partner like Coda (or one of its competitors). Our goal is to provide an overview of digital content distribution and monetization, clarify market structure, and describe the steps developers and publishers should consider in order to take advantage of this significant incremental opportunity outside of the two primary app stores. The paper also aims to address potential publisher concerns and clarify the complexities a publisher might encounter when considering partners outside of the app distribution and monetization channels (Google Play and Apple App Store). Google Play and the Apple App Store have dominated the app landscape for 15+ years and provide publishers a platform to enable discovery, distribution, and monetization. However, publishers are increasingly demanding more channels to market their content and more flexible solutions to maximize distribution and monetization. This has created new opportunities and solutions to help publishers develop a more holistic go-to-market strategy. 1STAKES AT PLAY Primary App Stores Alternative App Stores First-Party Web Stores Third-Party Web Stores • Publishers are demanding more channels to market and increasingly flexible and robust solutions, beyond primary app stores. • Users are increasingly discovering and paying for content via diverse channels outside the primary app stores. This is called out-of-app monetization, for the purposes of this paper, we define this as alternative app stores, third-party web stores & marketplaces, and first-party web stores. • The market place is now home to a wider variety of distribution and monetization options in order to meet these demands. 2
3 How can a publisher understand this landscape? Distribution Distribution is about selecting the right channels to make sure a company’s product is available and accessible to its target audience (for games, the target being relevant gamers). Digital content publishers distribute apps and other in- app content or add-ons both online and offline and, importantly, via primary and alternative channels. • Primary channels, such as the Google Play Store and the Apple App Store • Alternative channels include other app stores and web stores that facilitate out-of-app monetization. Web stores can be further broken down into first-party (where a publisher runs their own web store) and third-party web stores (where a publisher relies on other digital marketplaces or e-retailers to sell content) Purchase/Payments Payment is the final step of the marketing funnel, and is a critical point where potential customers become paying consumers. If the payment process is cumbersome, unclear, or sparks doubt, it can lead to cart abandonment. A smooth, secure payment experience can boost conversion and increase revenue. Different consumers prefer different payment methods based on location and user preferences. As such, publishers need to provide the right mix of payment options; credit/debit is popular in western markets and on Google Play and the App Store, but bank transfers, local digital wallets, in-person physical payments, etc are popular in other regions. Historically, monetization partners like Coda, Razer, or Xsolla began as providers of alternative payment methods. It is helpful to define key terms to help navigate this space. Although these terms are not new, clarifying the meaning of each can help optimize a publisher’s go-to-market strategy. Companies like Coda Payments, UniPin, Xsolla and others have strong origins historically in the payments space, but are increasingly providing additional valuable solutions to help publishers optimize their distribution and monetization strategies. For Coda, this includes solutions in addition to Codapay such as Codashop, xShop, and the company’s new Custom Commerce direct-to-consumer offering. Access for All: Expanding the Opportunity for Players and Developers Worldwide | Stakes at Play Marketing Funnel The marketing funnel represents the buying stages that potential consumers go through, from initial awareness of a product or service, to making a purchase decision. Digital content publishers can work with many partners throughout the marketing funnel. Monetization Monetization is the process of ushering a potential customer through the marketing funnel, and ultimately generating a sale and revenue. For digital content and games, three main monetization models exist: advertising-led, subscription-led, and/or transactional (inclusive in-app and web-based purchases of digital goods and services). Each of these requires different strategies and tools to drive success, e.g.
ing a sale and revenue. For digital content and games, three main monetization models exist: advertising-led, subscription-led, and/or transactional (inclusive in-app and web-based purchases of digital goods and services). Each of these requires different strategies and tools to drive success, e.g. optimizing product availability, pricing, promotions, etc. 3
3 The new trend in game monetization isn’t new at all Niko Partners has been tracking the games industry in Asia for over 20 years, and we find that Asia often leads the globe in gaming trends. Where and how games are distributed has become a major topic in the games industry over the last 3 years, following a growing number of legal changes related to in-app billing, take rates, and alternative payment platforms. However, the fact is, Asia has demonstrated the wider value – and need – for out-of-app monetization platforms for much longer than that. Niko Partners’ 2023 model estimates that in Southeast Asia, out-of-app monetization accounts for 21% of all mobile games revenue, and we note this share is even higher in certain markets. In China, where Google is absent from the market, alternative channels (alternative app stores, third-party web stores & marketplaces and third-party web stores) accounts for 53% of all app monetization. While credit card payments through primary app stores serve many users, Asian gamers often make purchases with e-wallets, through their phone carriers, with calling card top-ups, and other alternative payment methods, and these players rely on out-of-app monetization. To fully address these markets, publishers must provide alternative payment channels to fill in where primary app stores leave service gaps for many users. For over a decade, developers and publishers have been reaching gamers in Asia via channels outside of the two primary app stores (Google Play and Apple App Store). In some cases, publishers themselves build first-party solutions that match their players’ demands – Sea Group’s Garena is one example. However, it is often far more effective for international publishers to work with a monetization partner who can handle relationships with local payment providers, navigate local tax laws, and even leverage local payment and social channels for publicity and title discovery. • Monetization options outside of Google Play and the Apple App Store are getting more press, but 1st and 3rd-party web stores have been the norm in Asia for over a decade. • Global publishers who do not localize their go-to-market strategies are losing out, especially to regional publishers who have well-developed strategies in place. • Legislation favoring competition, growing recognition of out-of-app monetization, and concern for the high fees primary app stores charge for the right to distribute on their platform is speeding the growth of the out-of-app monetization market share in Asia. Access for All: Expanding the Opportunity for Players and Developers Worldwide | Stakes at Play In Niko Partners’ market model, Southeast Asia refers to Indonesia, Malaysia, the Philippines, Singapore, Thailand and Vietnam; while China refers to mainland China. * 4
2 Access for All: Expanding the Opportunity for Players and Developers Worldwide | How Does the App Monetization Landscape Work? Transactional app monetization has historically been dominated by primary app distribution platforms like the Apple App Store and Google Play. Publishers enroll in a developer partnership program, submit an app for review and, if the review is successful, then submit the application for release. This walled-garden approach allows Apple and Google to ensure any release on their respective platforms is approved to meet their specific guidelines. These platforms facilitate app monetization through in-app payments. Users click a button in an app and their payment is verified directly in the app for most cases, but not all*. This simplifies things for publishers, but in return they pay primary app distributors a significant share of each in-app purchase, called a take rate. 2HOW DOES THE APP MONETIZATION LANDSCAPE WORK? Pay via 3rd party (out-of-app) Pay in primary app User Payment Options Payment Service Provider (PSP) Initiates Purchase App Developer / Publisher Out-of-app checkout (e.g., in-app web view) Payout (less 3-10% fee) Payout (less 30% fee) Alternative App Stores Third Party Web Stores First Party Web Stores Even more popular apps like Spotify and Netflix route users out-of-app for payments, because of the policies of primary app stores. * 5
Access for All: Expanding the Opportunity for Players and Developers Worldwide | How Does the App Monetization Landscape Work? Take rates are at the center of the growing awareness of the app publishing and payments ecosystem. Primary app distribution platforms (Google and Apple) take up to 30% of payments made through their platforms, while limiting the ways publishers can direct payments through their own websites or through payment channels outside of primary app stores. (Although these limitations may be changing). This strict framework and the limitations that come with it are some of the main reasons why publishers are seeking alternative ways to monetize and distribute content. Alternative app stores (Amazon, Aptoide), generally have some of the same payment limitations as primary app stores and collect take rates similar to Google and Apple. First and third-party app monetization channels, as their name implies, offer publishers additional routes to monetize apps and content. First-party web stores (like EA, Garena, and many others which may be built independently or via a solution like a Custom Commerce by Coda. A direct-to-consumer approach provides developers additional routes to onboard users, collect payments, and to distribute content efficiently. It also provides them access to robust data and insights to their users, enabling them to build deeper relationships and experiences. Access to increased data also allows for better product customization, innovation, and content personalization. Third-party web stores and marketplaces (like Codashop or others) also offer publishers a much better share of payments, allowing game creators to see more of the revenue generated by their content. First and third-party web stores have existed for many years, but recent developments and legislation have led to wider industry awareness of this market segment. As more markets introduce legislation designed to increase competition on and outside of primary app stores, publishers are becoming more aware of the value of monetizing through these channels. Additionally, the increasingly global nature of the gaming and app ecosystem is making partnerships with alternative distribution platforms a key strategy for publishers in emerging markets, where preferred payments are not fully covered by primary app stores. Combined, this is creating new opportunities for developers and publishers who wish to expand their reach and retain a larger share of the revenue their apps generate. 6
This analysis examines the evolving landscape of game monetization across Asia, focusing on how developers adapt revenue models to meet the demands of a maturing market. The central thesis posits that while free-to-play (F2P) remains the dominant force, the rise of hybrid models and advanced mechanics like battle passes and gacha are essential for capturing the increasing purchasing power of Asian gamers. The scope covers major markets including China, Japan, South Korea, India, and Southeast Asia, utilizing 2019 and 2020 data to highlight shifts accelerated by the COVID-19 pandemic. Key findings underscore the overwhelming success of the F2P model, which accounted for 98.5% of all mobile games revenue in 2019. In China, 100% of the top-grossing mobile titles utilized F2P. However, regional nuances are significant; Japan represents the most valuable mobile market with a revenue per download of $12.84, compared to a regional average of $1.53. While premium models remain a staple in console-heavy Japan, emerging markets like India are "leapfrogging" traditional stages by quickly adopting sophisticated F2P mechanics, such as battle passes, which were featured in half of India’s top-grossing games by early 2020. The methodology relies on a combination of proprietary consumer panels exceeding four million users, developer interviews, and market modeling. The conclusions suggest that developers must move toward hybrid monetization—blending in-app purchases with rewarded ads—to mitigate economic risks and appeal to diverse player segments. By aligning monetization with core gameplay rather than interrupting it, publishers can sustain long-term engagement in a region where player motivations range from high-spend competition to time-intensive casual play.
The video game industry in the MENA-3 region—comprising Saudi Arabia (KSA), the United Arab Emirates (UAE), and Egypt—is experiencing rapid expansion driven by a young, tech-savvy population and significant government investment. In 2024, player spending in these markets reached $2 billion, a 4% year-over-year increase, and is projected to exceed $2.7 billion by 2028. While the region is home to 70.3 million gamers, it remains economically diverse: the UAE boasts the highest annual average revenue per user (ARPU) at $84.60, whereas Egypt represents a high-volume market with over five times the player base of the UAE but a much lower ARPU of $3.50. The monetization landscape is defined by a shift toward multi-platform engagement and a high percentage of unbanked or underbanked consumers. Approximately 67% of the MENA population lacks access to traditional credit or debit cards, creating a significant barrier for standard app store transactions. In Egypt, credit card penetration is as low as 2.8%, leading to the dominance of local digital wallets like Vodafone Cash. Conversely, KSA and the UAE feature high internet penetration and 5G coverage, with players increasingly favoring hybrid free-to-play models, premium titles, and subscription services. Direct-to-consumer (D2C) payment platforms and web shops are identified as critical tools for navigating these market complexities. By bypassing the traditional 30% commission fees of major app stores, developers can offer localized pricing, regional payment methods, and enhanced loyalty rewards. Findings indicate that 53% of paying mobile and PC gamers in the region have already made purchases through official game websites. Successful market entry requires a tailored approach that includes high-quality Arabic localization, culturalization of content, and the integration of local payment networks such as Mada in Saudi Arabia and Fawry in Egypt. The analysis is based on a survey of 1,200 gamers, expert interviews, and proprietary market data. It concludes that the MENA-3 region offers a strategic bridge between Eastern and Western markets, providing a gateway to nearly 400 million Arabic speakers worldwide for companies that adopt flexible, region-specific monetization strategies.
Mobile gaming is now the dominant segment of the global video‑games market, generating $98.7 billion in 2024, of which roughly two‑thirds ($65 billion) originates from Asian economies. The rapid expansion of smartphones, high‑speed connectivity, and localized content have driven this growth, positioning mobile titles as the primary source of interactive entertainment worldwide. A pivotal shift is the emergence of direct‑to‑consumer (D2C) web shops as essential revenue channels for mobile developers. Awareness of these storefronts is extremely high, with 81 % of players recognizing them and 77 % having completed at least one purchase. Although only a small “whale” cohort—between two and six percent of the player base—accounts for 95 % of in‑app spending, this segment also delivers superior retention and lifetime value, underscoring its strategic importance for monetisation strategies. Empirical case studies illustrate the financial upside of integrating D2C web shops. Titles such as Tilting Point’s *Warhammer: Chaos and Conquest* and *Star Trek Timelines* achieved revenue lifts of up to 50 % after adding web‑shop functionality, leveraging exclusive content, personalised offers and frictionless payment methods to stimulate repeat purchases. These findings suggest that developers who adopt low‑friction, web‑based commerce can capture a larger share of the whale segment while also expanding overall player spend. Overall, the data indicate that the mobile gaming ecosystem is maturing into a highly concentrated market where a minority of high‑spending users drive the majority of revenue. Strategic investment in D2C web‑shop infrastructure and targeted offers for whales presents a clear pathway for developers to enhance monetisation, improve player retention, and sustain growth in an increasingly competitive global landscape.
This analysis examines the shifting dynamics of the mobile game distribution market as of Summer 2025, focusing on the transition from a duopoly dominated by Apple and Google toward a more diverse ecosystem of alternative app stores. The central thesis posits that the industry is at a critical "reset" point where developers are increasingly seeking to reclaim control over their revenue, discoverability, and platform policies. By diversifying distribution strategies, game makers aim to bypass high fees and restrictive environments that have historically stifled commercial and creative potential. The findings are based on a survey of 304 senior-level mobile game development professionals from the United States and United Kingdom, all of whom work at companies with 250 or more employees. The research was conducted in April 2025 by Atomik Research on behalf of Aptoide. The data reveals significant industry dissatisfaction: 67% of developers are concerned about over-reliance on the two major stores, 51% cite high fees as a primary pain point, and 50% believe the dominant platforms unfairly prioritize their own services. Despite the current dominance of the major stores—which still account for roughly 87% of revenue for the majority of respondents—there is a clear trend toward adoption of alternative platforms. Approximately 74% of developers expect alternative stores to be a standard part of their distribution mix within five years. Furthermore, 73% of respondents anticipate double-digit revenue growth from these alternative channels. Key perceived benefits include access to new user bases (42.8%), greater policy freedom (42.4%), and improved discoverability through curated content and better marketing support. The scope of the analysis covers the global mobile gaming industry with specific emphasis on the US and UK markets. It concludes that while the Apple and Google stores remain essential for reach, the rise of alternative stores and direct-to-consumer webshops offers a necessary path for growth, risk reduction, and improved profit margins in an increasingly competitive landscape.