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Game Industry
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Mobile Games: Placing Smartphone and Tablet Gaming in Perspective of the Total Games Market 2012
Updated Oct 8, 2026 by
Newzoo
Key insights
Pages
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Insights
01
Mobile gaming
became a primary revenue driver in 2012, with two out of every three dollars spent on smartphones and tablets allocated to games.
Page 1
02
Free-to-play
(
F2P
) models dominated the market, accounting for 70% of all iOS revenue in the US and Europe by the end of 2012.
Page 5
03
The global
mobile gaming
audience reached over 500 million users by the end of 2012, with 175 million identified as paying players.
Page 3
04
Multi-screen engagement grew significantly in 2012, with a 52% increase in users utilizing both smartphones and tablets between March and September.
Page 7
05
While the iOS
App Store
maintained dominant revenue share in Western markets,
Google Play
demonstrated stronger performance in Japan.
Page 6
06
Demographic analysis indicated that iOS gamers were more likely to be in full-time employment and possess higher incomes than
Google Play
users.
Page 6
07
A failure to adapt to multi-screen metrics contributed to a 50% decline in external investment volume for the gaming industry during 2012.
Page 4
Insights
01
Mobile gaming
became a primary revenue driver in 2012, with two out of every three dollars spent on smartphones and tablets allocated to games.
Page 1
02
Free-to-play
(
F2P
) models dominated the market, accounting for 70% of all iOS revenue in the US and Europe by the end of 2012.
Page 5
03
The global
mobile gaming
audience reached over 500 million users by the end of 2012, with 175 million identified as paying players.
Page 3
04
Multi-screen engagement grew significantly in 2012, with a 52% increase in users utilizing both smartphones and tablets between March and September.
Page 7
05
While the iOS
App Store
maintained dominant revenue share in Western markets,
Google Play
demonstrated stronger performance in Japan.
Page 6
06
Demographic analysis indicated that iOS gamers were more likely to be in full-time employment and possess higher incomes than
Google Play
users.
Page 6
07
A failure to adapt to multi-screen metrics contributed to a 50% decline in external investment volume for the gaming industry during 2012.
Page 4