Updated Jun 1, 2026 by InvestGame
Report · January 26, 2026
Published by InvestGame
2023 - 2025 (Key Insights and Data) QUONADIS ● Users in Gaming on different platforms CANDISS ● The Attention Economy: Gaming vs. Other Leisure Spending oy ss GANG Ae IED ● Mobile Gaming Marketability ● Downloads and Revenue Concentration in Mobile Gaming ● Mobile Gaming vs Non-Gaming ● Mobile Gaming Growth (Android vs.
2023 - 2025 (Key Insights and Data) QUONADIS ● Users in Gaming on different platforms CANDISS ● The Attention Economy: Gaming vs. Other Leisure Spending oy ss GANG Ae IED ● Mobile Gaming Marketability ● Downloads and Revenue Concentration in Mobile Gaming ● Mobile Gaming vs Non-Gaming ● Mobile Gaming Growth (Android vs. iOS) ● Mobile Gaming Trends by Category (iOS & Android) ● Mobile Gaming Trends in Top Countries (iOS & Android) Mariusz Gasiewski https://www.linkedin.com/in/MariuszGasiewski/
1. Market Resilience and Cross-Platform Growth ● Sector Stability: Gaming—particularly mobile—shows no signs of slowing down; the industry continues to outperform previous growth estimates. ● User Depth: The proportion of "heavy users" is rising globally, signaling a highly engaged core audience. ● Cross-Platform Integration: Cross-device gaming is moving from a niche concept to a mainstream reality, 2. Business shifts ● Emerging markets are the primary drivers of user growth on both Android and iOS ● Revenue remains heavily concentrated in Western markets, despite emerging markets driving volume ● iOS Dominance in UA: Despite Android’s global footprint, iOS continues to command a disproportionately high share of User Acquisition (UA) spend in many regions. 3. Competition and Monetization Trends ● Games must compete against a wide range of digital entertainment for user time and money. ● Revenue Concentration: The mobile sector has seen a significant "winner-take-all" trend, with revenue becoming increasingly concentrated among top-tier titles over the last few years. ● Diversification: Non-gaming app categories are experiencing robust growth, capturing a larger share of the overall mobile market.
There is no danger that gaming and mobile gaming will go away. Which of these devices do you use to play games? US UK 2025 Any Device Any Device 2022 80% 80% 2019 Virtual Reality headset 6 Games console Virtual Reality headset 609 Games console 0% )% 0% ' 0% Tablet device Gaming TV/Smart TV Tablet device Gaming TV/Smart TV
Using of smartphones for playing games is still increasing Which of these devices do you use to play games? TR BR 2025 Any Device Any Device 2022 Virtual Reality headset 100% Games console Virtual Reality headset 100% Games console 2019 75% 75° 5)% 50% 5% 25% Tablet device Gaming TV/Smart TV Tablet device Gaming TV/Smart TV
are already very high. Which of these devices do you use to play games? PL Any Device IN Any Device 2025 2022 Virtual Reality headset 80% Games console Virtual Reality headset 100% Games consol 2019 60/o 75% 4)% 0% Tablet device 2 % Gaming TV/Smart TV 5% Tablet device Gaming TV/Smart TV Smartphone Handheld gaming device
> **[Chart page]** This page contains visual data — view in PDF for the best experience. Share of specific audiences among internet users 16-64 for Mobile games Global US UK 2024 2025 2024 2025 2024 2025 50% 40% 40% 40% 30% 30% 30% 20% 45% 44% 20% 26% 27% 35% 35% 20% 35% 34% 30% 30% 10% 19% 20% 23% 23% 10% 20% 20% 19% 18% 10% 17% 18% 18% 18% 13% 13% 0% Heavy users Medium users Light + Occasional Non users 0% Heavy users Medium users Light + Occasional Non users 0% Heavy users Medium users Light + Occasional Non users users users users Brazil India South Korea 2024 2025 2024 2025 2024 2025 50% 50% 50% 40% 40% 40% 30% 30% 30% 20% 43% 41% 20% 49% 47% 20% 49% 47% 10% 29% 31% 23% 23% 10% 19% 18% 26% 25% 10% 15% 15% 16% 17% 20% 21% 6% 10%
A Marketing and Monetization Report Introduction 3 Hypercasual Genre Report Overview 4 Top Hypercasual Publishers 4 Top Hypercasual Apps in Numbers (2019–2025 Forecast) 9 Why Hypercasual Matters in 2025 12 The Shift to Hybrid-Casual 16 Case Studies: From Hypercasual to Hybrid-Casual 17 Voodoo’s Mob Control 17 Monetizat...
The interim filing presents the fourth‑quarter 2025 financial results for a midcore‑casual gaming group, emphasizing a record‑setting revenue run and the successful execution of a transformation agenda that includes the integration of the Plarium acquisition and the rollout of a new district structure in early 2026. Revenue reached SEK 3,123 million, reflecting 108 % organic growth year‑on‑year and a 25 % increase on a constant‑currency basis, while adjusted EBITDA rose to SEK 717 million, delivering a 23 % margin that matches the full‑year figure. Unlevered free cash flow amounted to SEK 878 million, with a cash‑conversion rate of 66 % and a leverage ratio of five times EBITDA, underscoring robust liquidity and disciplined capital management. User‑acquisition spending accelerated, representing 38 % of quarterly revenue—up from 37 % in the prior quarter—and grew 76 % on a reported basis, driven by heightened investment in original studios, new casual titles, and the racing franchise. The direct‑to‑consumer channel expanded by 600 basis points to 32 % of total revenue, reflecting a strategic shift toward higher‑margin in‑app purchases. Across the fiscal year, the company posted a 9 % organic revenue increase, with word‑games, racing, and RAID franchises delivering the strongest quarter‑end performance. Operating cash flow for the quarter stood at SEK 840 million, while adjusted net income was SEK 1,390 million, translating to an adjusted EPS of SEK 11.33. The financial outcomes exceed guidance and position the firm to meet its medium‑term outlook, with a pre‑IPO study for PlaySimple concluded and the midcore transformation progressing as planned.
1 The Shift: From IAA to IAP as the New 1.1. The Limitations of IAA: From Rapid Reach to a 07 1.2. Profitability Ceiling 14 Why IAP and hybrid casual are rising (global view): control, depth, predictability 2 Vietnam Gaming Outlook 2026 - 2.1. 2026: The true era of hybrid-casual games 19 2.2. UA strategies driven by bolder, more 21 2.3.
Mobile gaming has become the dominant engine of the global video‑game market, now accounting for more than half of total industry revenue and projected to exceed $126 billion in 2025, with an overall forecast of $150 billion for the segment. The surge is driven by unprecedented user engagement—4.2 trillion hours of app usage in 2024—and a rapid shift toward direct‑to‑consumer (D2C) commerce following the April 2025 court order in Epic Games v. Apple, which obliges iOS platforms to permit external web‑shops and allows developers to retain up to 95 % of transaction value. Early adopters report revenue recoveries measured in millions and a 60 % increase in user engagement for high‑volume titles. Regulatory reforms across the EU, United States, Japan, South Korea and China are dismantling traditional app‑store monopolies, mandating alternative storefronts, transparent odds disclosure and the elimination of hidden fees. Despite tighter oversight, the mobile ecosystem remains robust, with the United States generating roughly $52 billion in in‑app‑purchase sales, while emerging markets in Latin America, Southeast Asia and Saudi Arabia expand the geographic footprint. Hybrid monetisation—combining in‑app purchases, advertising and subscriptions—is employed by 72 % of developers and now represents about three‑quarters of mobile revenue; live‑ops‑driven hybrid‑casual titles are delivering a 30 % year‑over