Market (Mobile)·Updated Mar 17, 2026 by SocialPeta
Whitepaper · January 1, 2022
Published by SocialPeta
The first half of 2022 saw a contraction across the mobile‑app advertising ecosystem, with the total number of advertisers falling 5.79 % to a historic low of roughly 83 400 and creative volume dropping 27 % to 40 million assets. This downward pressure was most pronounced among mobile‑game advertisers, whose pool shrank to about 83 000 in January, while non‑game categories such as shopping apps retained the largest share of spend (≈12.5 % of advertisers and 17.2 % of creatives). Regional variation was stark: Europe and North America dominated non‑game advertising, whereas the Asia‑Pacific region, excluding China, was the only market with a net increase in advertisers. Mobile‑game advertising displayed divergent cost dynamics. The United States and Japan posted the highest average CPMs at $27.54 and $25.93 respectively, with iOS campaigns costing roughly 15 % more than Android. Female users and the 55‑64 age cohort commanded a 13 % premium on impressions, while South Korea recorded the peak CPI at $13.90. Playable ads delivered the lowest CPI but suffered the weakest return on ad spend, whereas banner formats generated the strongest ROAS. Strategy titles leaned heavily on video‑only creatives (>90 %) and began integrating casual‑puzzle mechanics to broaden appeal; interest in emerging formats remained modest, with only 16 % of players expressing curiosity about NFTs and 32 % about metaverse features. Creative strategies are shifting toward motivation‑driven, user‑centric formats such as rewarded video and playable ads to counter post‑IDFA fragmentation. Narrative‑driven ads are proving effective for simulation games targeting female audiences, delivering $12 million in revenue across key Western markets. AR‑enhanced placements on platforms like Snapchat achieve double the attention and 1.7 × the immersion of standard formats, while friend‑based recommendations outperform celebrity influencers by a factor of four. Regional opportunities are emerging in Tier‑2/3 India through vernacular campaigns and OEM inventory, and Turkey’s
III. As the COVID-19 pandemic continued, social games wer e going to boom: The pandemic that broke out in 2019 has changed the lives of people across the globe. The The pandemic that broke out in 2019 has changed the lives of people across the globe. The unpredictable variants and lockdowns have deepened the anxiety of people, resulting in their increased demand for online social services. Some social activities that were very popular offline have been Preface brought online, such as murder mystery games and social deduction games. The mobile version of [Among Us!] has been very popular among gamers ever since its release, with over 52 million downloads in the past half year. In the post-pandemic era, a boom of social games with simple downloads in the past half year. In the post-pandemic era, a boom of social games with simple What happened in the mobile game industry in the first half of 2022? As an answer to that gameplays may come again. What happened in the mobile game industry in the first half of 2022? As an answer to that, SocialPeta published its “H1 2022 Mobile Game Marketing White Paper”, providing global insights IV. With high-budget/high-quality mobile games in gener al, cr oss-platfor m play for you to enter global markets with your products. According to the global data captured and became the new gr owth point: integrated by SocialPeta, 2022 saw the following trends in the mobile game market: More and more gamers have known the charm of high-quality games through live streams and short I. Mobile mar keting focused on quality, leading to a dr op in total ads.
data captured and became the new gr owth point: integrated by SocialPeta, 2022 saw the following trends in the mobile game market: More and more gamers have known the charm of high-quality games through live streams and short I. Mobile mar keting focused on quality, leading to a dr op in total ads. But T2 videos, resulting in a rising overall expectation for games and a surging demand for high-quality game and T3 mar kets exper ienced a significant incr ease: contents. [Genshin Impact]'s success has proved the profitability of cross-platform games. With the H1 2022 saw a decline of 2% YoY in the number of advertisers and a decline of 27.83% in total creatives; but there were increases of over 10% YoY in advertisers in Middle East, South America, creatives; but there were increases of over 10% YoY in advertisers in Middle East, South America South Asia, and other emerging markets. South Asia, and other emerging markets. II. Metaver se dr ove sever al technical innovations: II. Metaverse drove several technical innovations: The idea of metaverse had been a hot topic ever since it was first introduced. As the metaverse hype started to settle down, the market attitude became more rational. The effort to realize the real metaverse also brought the innovation of the related technologies. Tencent bought Black Shark Corporation this year, and transitioned its entire business from game phones to VR headsets, utilizing it for laying a foundation for metaverse. Recently CMGE also launched Youyu Art, a distribution platform for digital artwork copyright.
tion of the related technologies. Tencent bought Black Shark Corporation this year, and transitioned its entire business from game phones to VR headsets, utilizing it for laying a foundation for metaverse. Recently CMGE also launched Youyu Art, a distribution platform for digital artwork copyright. Overall, metaverse has developed from virtual fantasy to firm reality. technological innovation of cloud games and third-party game engines, cross-platform games may be the mainstream in the future. V. The booming E-spor ts mar ket boosted the global cultur al exchange: V. The booming E-sports market boosted the global cultural exchange: According to the data released by Newzoo, the global game live-streaming audience has been growing According to the data released by Newzoo, the global game live-streaming audience has been growing at an annual growth rate of about 10% since 2020. In addition to China, USA, Europe, South Korea and other mature esports regions, esports has been growing in popularity in Southeast Asia and India. There were 8 large-scale and 10 small-scale esports projects in the Southeast Asian Games hosted in Vietnam in May 2022. With the technological innovation as a result of metaverse, the esports market has become intensely competitive. The global mobile game market is ever-changing. So game companies need to pay constant attention to both the overall market trends and the marketing trends of top products of industrial segments.
About "SocialPeta" SociolPeto About “SocialPeta” SocialPeta, you can spy on your With With SocialPeta, you can spy on your competitors'ad data, and get ad data competitors' ad data, and get ad data from from networks, media, and advertisers around the world to inspire you. Category All Category MultiSelect Role-Playing Strategy Casino Puzzle Action Role-Playing Card Simulation Arcade Adventure Sports Board Racing Simulation Casual Word Music Educational Family Casual Get Inspiration Network Network From 1.2 Billion Ad Creatives Recommend Recommend Facebook Ads Google Ads Facebook Ads SocialPeta covers 72 countries and Global Networks Global Networks FB News Feed Instagram ©Audience Network Messenger Google Ads(Admob) regions, and over 90 well-known ad FB News Feed regions. and over ad YouTube YouTube Twitter UnityAds Vungle AppLovin AdColony Chartboost ironSource channels worldwide, such as Unity, AdColony Pinterest Yahoo! channels worldwide, such as Unity, reddit TikTok reddit TopBuzz Mintegral (Mobvis... Pangle(TikTok Aud... Twitter, YouTube, Facebook and Tapjoy NEW Snapchat m MoPub AdSense Twitter, YouTube, Facebook and Snapchat Korea Networks TikTok. We provide nearly 1 billion ad Korea Networks | NAVER(4() Daum(18) Nate(|o|) | | --- | --- | --- | | TikTok. We ad NAVER(4||H) |creatives, providenearly billion updating millions each day. Japan Networks Japan Networks Ameba(7-/5) Y Yahoo! Japan Gunosy(3-) Zucks SmartNews(-=. creatives. millionseachday. Ameba(7-/) S o c i a l P e t a i s t h e b e s t s o u r c e o f i-mobile AkaNe Nend AMoAd i-mobile SocialPeta is the best source of inspiration for ads. inspiration for ads.
ach day. Japan Networks Japan Networks Ameba(7-/5) Y Yahoo! Japan Gunosy(3-) Zucks SmartNews(-=. creatives. millionseachday. Ameba(7-/) S o c i a l P e t a i s t h e b e s t s o u r c e o f i-mobile AkaNe Nend AMoAd i-mobile SocialPeta is the best source of inspiration for ads. inspiration for ads. 3
Declaration SociolPeto 1. Data Sources 5. Concerned Regions With the assistance of the world's biggest advertising intelligence and analysis tool, SocialPeta Data Team has provided you with HK, Macao & TW: Hong Kong (China), Macao (China), Taiwan (China) insights into the mobile advertising data of global games. We collect advertising data by sampling worldwide, covering over 70 channels and nearly 70 countries and regions worldwide, and have captured a total of over 1.2 billion advertising data, with over 1 JP & ROK: Japan, South Korea million ad data being updated by the hour each day. Based on such huge data, we can gain insights into the advertising market trends. Southeast Asia: Thailand, Indonesia, Singapore, Malaysia, Vietnam, Philippines, Cambodia 1. Data Cycle and Indicators South Asia: India, Pakistan Overall date range of the report: Jan-Jun 2022 Middle East: Bahrain, Qatar, Saudi Arabia, UAE, Azerbaijan, Lebanon, Kuwait, Israel, For specific data indicators, please see the notes on each page. Egypt, Oman, Iraq, Morocco CIS: Russian Federation, Ukraine 1. Copyright Notice South America: Brazil, Chile, Argentina, Colombia, Peru, Venezuela, Paraguay
The global mobile landscape in 2022 was defined by a 17.5% year-on-year increase in quarterly advertisers despite a 16% decline in total creative volume. This shift indicates a transition toward more dynamic, high-frequency marketing strategies, with over 90% of advertisers launching new creatives each quarter. While North America maintained the largest advertiser base, markets in Hong Kong, Macao, and Taiwan exhibited the highest creative output per advertiser. Android remained the dominant platform for volume, often doubling the creative output of iOS, though iOS advertisers grew to represent 40% of the market by year-end. The gaming sector experienced a notable decoupling of engagement and monetization. Genres such as strategy, simulation, and casual games saw year-over-year download growth ranging from 8% to 10%, yet simultaneously faced revenue declines between 9% and 16%. To combat rising user acquisition costs and falling revenues, developers increasingly adopted "Casual + X" strategies. This trend involved integrating hyper-casual mini-games—such as "save the dog" puzzles or line-drawing mechanics—into the marketing funnels of complex RPG and strategy titles to lower costs and broaden appeal. Hybrid-casual titles also emerged as a significant force, utilizing Roguelike mechanics and high-volume video ads to bridge the gap between traditional casual play and deeper monetization. In the non-game sector, advertising activity peaked in the fourth quarter, driven largely by utility tools, shopping, and educational applications. Video content remained the primary medium, accounting for over 70% of creatives across most global regions. Major players like TikTok and Duolingo maintained market leadership through exceptionally high creative refresh rates, often exceeding 95% new content. Regionally, Southeast Asia and Turkey showed a heavy reliance on Android and localized "big hit" formulas, while the United States and Japan remained the primary drivers of global revenue. Looking forward, the industry is shifting toward story-centric strategies and user-generated content to navigate a privacy-first environment. With the implementation of SKAdNetwork 4.0 and the impending Android Privacy Sandbox, marketers are moving away from granular user-level targeting in favor of Media Mix Modeling. The prevailing conclusion is that long-term lifetime value and diversified monetization models are now essential to offset rising platform costs and tightening media budgets.
The global mobile marketing landscape experienced a massive surge in activity during the first half of 2021, characterized by a 108% year-on-year increase in advertising creatives totaling over 19 million. This growth was primarily driven by hard-core gaming titles and a significant expansion in the non-game sector, where creatives rose 38% to 47.6 million. Despite this volume increase, Apple’s IDFA policy changes caused a 13% decline in the share of iOS creatives, shifting more focus toward Android platforms. Geographically, the United States remained the largest advertising market, while Oceania emerged as the fastest-growing region for non-game advertisers. Chinese companies solidified their global dominance during this period, accounting for 70% of top-charting mobile game media buying and over 25% of the total global market share. These developers maintained a particularly strong presence on major social platforms, representing 100% of the top ten advertisers on Facebook’s News Feed. However, this increased competition contributed to a sharp rise in acquisition costs, with Facebook’s average CPC and CPM both climbing 128% year-over-year. RPG and Puzzle genres led in total creative volume, while Strategy games exhibited the highest media buying intensity per advertiser. Marketing strategies have evolved toward high-engagement, "snackable" short-form video content and influencer-led campaigns to combat rising costs and privacy-related tracking challenges. In the gaming sector, creative tactics shifted toward live-action footage and gameplay extensions, while non-game apps—particularly in the education and shopping sectors—capitalized on pandemic-related lifestyle shifts. As the industry navigates the post-IDFA era, the integration of high-quality in-game ads and diverse creative formats has become essential for maintaining user retention and driving monetization across both domestic Chinese and international markets.
The global mobile gaming landscape underwent a significant transformation in 2023, characterized by a strategic shift toward the hybrid-casual model. This evolution combines the accessibility of hyper-casual mechanics with the monetization depth of mid-core titles, utilizing a mix of in-app advertising and in-app purchases to stabilize revenue. Marketing efforts were defined by a nearly 50% year-over-year surge in monthly active advertisers, exceeding 40,000 globally. While North America maintained its leadership in total advertiser volume, Southeast Asia emerged as the most competitive region for creative output. Concurrently, Android became the primary focus for volume-driven campaigns due to ongoing iOS privacy restrictions, though iOS remained the preferred platform for high-value mid-core and hard-core marketing. Creative strategies pivoted toward high-impact visual storytelling and the integration of generative AI to manage rising user acquisition costs. Although video remains the dominant format, accounting for over 76% of impressions, AI-generated image creatives gained significant traction, particularly in square formats. Developers increasingly utilized "mini-game" ad patterns—such as ASMR, dramatic narratives, and deliberate failure scenarios—to lower entry barriers for complex genres like Simulation and Strategy games. Meanwhile, RPG and Casino titles leaned heavily on influencer collaborations and live-action content to drive engagement in emerging markets across Southeast Asia and the Middle East. Sustainable growth in 2024 depends on a holistic integration of AI-driven production and programmatic transparency. The successful global expansion of Chinese-developed mini-games and the revitalization of legacy titles through trending ad mechanics illustrate a broader trend of creative agility. By analyzing over 1.4 billion ad creatives across 70 countries, it is evident that the industry is moving toward a data-driven future where high-engagement formats like rewarded ads and user-generated content are essential for navigating a fragmented and privacy-conscious global market.
Global mobile game marketing reached a pivotal turning point in the second quarter of 2023, characterized by a record-breaking surge in creative volume. Over 9.3 million new creatives entered the market, representing nearly three-quarters of all active advertisements. While casual games maintained the largest share of advertisers at over 30%, RPG and Casino genres experienced the most aggressive growth in creative output. Geographically, Southeast Asia emerged as a primary hub for advertising density, leading the world in monthly creatives per advertiser, while the Middle East solidified its status as a high-growth market where strategy games command significant revenue shares. The industry is increasingly adopting "Casual + X" hybrid models and integrating AI-generated content, ASMR, and short-video memes to mitigate rising user acquisition costs. Financial data reveals a stark contrast in installation costs between platforms, with iOS casual game installs costing $2.23 compared to $0.63 on Android, yet both platforms achieved a comparable seven-day return on ad spend of approximately 7.7%. This parity suggests that despite higher upfront costs, the quality of users on premium platforms remains consistent with broader market performance. Market leaders like Honkai: Star Rail and MONOPOLY GO! demonstrated the efficacy of high-frequency creative refreshes, with new assets comprising over 60% of their total advertising portfolios. These titles leveraged distinct psychological hooks, ranging from influencer-driven user-generated content to social-casual mechanics, to achieve rapid global penetration. Notably, these aggressive marketing strategies allowed Honkai: Star Rail to surpass Genshin Impact in overseas revenue during the quarter, signaling a shift toward more dynamic, content-heavy advertising cycles across the global mobile landscape.