Subscription revenue doubled year-over-year in Q1 2026. IAP and advertising grew 29% and 14% respectively.
In games that blend all three models, subscription share climbed from 4% to 7%. Advertising fell from 63% to 56%.
Share shift. Subscription revenue grew from 4% to 7% of total revenue in blended games.
Casino titles lead in D90 IAP ARPU at $2.43 globally. Non-gaming apps achieve a comparable $2.32 globally.
Paid installs drive the majority of gaming revenue, accounting for 59% overall. Hypercasual games see 79% of payments from paid traffic.
Non-gaming apps convert 9.84% of installs to first-time purchasers within 30 days. They outperform games across all categories.
Advertising dominates early days, delivering 57% of a game’s D60 revenue on Day 1.
The report examines mobile app monetization across the App Store and Google Play from January 2025 to March 2026, drawing on $900 million in verified IAP purchases, $800 million in subscription revenue, and $7.2 billion in advertising income. In Q1 2026 subscription revenue doubled year‑over‑year, rising 105 %, while IAP and advertising grew 29 % and 14 % respectively, confirming subscription as the fastest‑growing stream over the past fifteen months. Games that blend all three models saw subscription share climb from 4 % to 7 %, at the expense of advertising, which fell from 63 % to 56 %. In non‑gaming apps, subscriptions dominate but represent a smaller share of total revenue compared to games.
Key performance benchmarks reveal that casino titles lead in D90 IAP ARPU ($2.43 globally, $2.66 in NA/Europe) and D90 IAP ARPPU ($11.40), while midcore games follow closely. Non‑gaming apps achieve comparable D90 IAP ARPU ($2.32 globally, $2.79 in NA/Europe) and sit between casino and midcore games on ARPPU ($10.85). Advertising monetization is strongest in casual games (D90 IAA ARPU $0.55) and weaker in hypercasual segments.
Revenue accumulation patterns show advertising dominates early days, delivering 57 % of a game’s D60 revenue on Day 1 and 89 % by Day 7, whereas IAP and subscription lag behind. Paid installs drive the majority of gaming revenue (59 % overall, 79 % in hypercasual), whereas non‑gaming apps rely more on organic traffic, especially outside North America.
Conversion metrics indicate that non‑gaming apps convert 9.84 % of installs to first‑time purchasers and 4.64 % to repeat purchasers within 30 days, outperforming games across all categories. Casino games convert 4.95 % to first‑time payers, with a repeat‑payer ratio of 1.65×; midcore and casual games show slightly higher ratios. Regional analysis highlights North America’s superior conversion rates (11.14 % first‑purchase) compared to LATAM (6.51 %).