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Report
7 pages
The Essential UA Financing Guide: 2026
Global mobile user acquisition (UA) spend reached $78 billion in 2025, representing a 13% year-on-year increase.
Studios can access non-dilutive financing to cover up to 80% of monthly UA spend per cohort, avoiding equity dilution while scaling growth.
Repayment is tied directly to cohort performance, with the schedule beginning only once the return on ad spend (ROAS) reaches the 100% breakeven point.
Investment
Funding
User Acquisition
+3
InvestGame
Apr 2026
Whitepaper
10 pages
2026 Global Mobile App Marketing Trends White Paper
The mobile app market has shifted from volume-based growth to a quality-focused model, evidenced by a 16.7% YoY decline in active advertisers alongside a 73.3% surge in creatives per advertiser.
Global user acquisition spend grew 13% YoY to $78 billion, with the increase driven almost exclusively by iOS advertising.
Video remains the dominant advertising format, accounting for approximately 70% of social media inventory, while static and playable ads are relegated to testing and engagement signaling.
Market Analysis
Mobile
Marketing
+3
SocialPeta
Apr 2026
Report
43 pages
Insight into Global Micro Drama App Marketing for 2026
The global micro-drama market is projected to reach $6 billion by 2026, supported by a 63.6% increase in active advertisers to over 700 in 2025.
AI-powered production tools drove a 144.9% increase in creative output per advertiser in 2025, enabling rapid localization and standardized production pipelines.
High-impact marketing campaigns, such as the 44,000 creatives for 'Evil Bride vs. The CEO’s Secret Mom,' demonstrate that short, cliffhanger-style ads with intense conflict are the most effective format for driving global engagement.
Market Analysis
Marketing
Advertising
+3
SocialPeta
Apr 2026
Report
69 pages
State of Gaming 2026
PC and console platforms are seeing record revenue growth, highlighted by a 32% increase in Steam’s premium segment and the strong market performance of Battlefield 6.
Mobile gaming growth is slowing despite reaching 50 billion downloads in 2025, with hybrid-casual titles now serving as the primary drivers of incremental revenue.
Shooter games on PC and console have reached a download plateau, indicating that new releases are cannibalizing existing player bases rather than expanding the total market.
Market Analysis
Monetization
Mobile
+1
Sensor Tower
Apr 2026
Report
53 pages
Ad Monetization Without Killing Retention
Integrate advertisements as core gameplay design elements rather than external overlays to increase revenue without negatively impacting player retention.
Deploy rewarded video ads during high-stakes moments—such as revives, boosters, or time-limited rewards—to leverage scarcity and urgency for higher conversion rates.
Implement strategic gating for ad triggers based on level progression, total playtime, or specific cooldown periods to minimize player frustration.
Monetization
In-Game Advertising
Live Ops
+2
Sensor Tower
Apr 2026
Report
90 pages
2026 Global Mobile Gaming Marketing Trends White Paper
The mobile gaming advertising ecosystem grew by 22% year-over-year in 2025, with over 90,000 active advertisers and 8,000 new entrants joining monthly.
Video content now accounts for 74% of all mobile game ads, representing a 14% year-over-year increase in usage.
A shift toward an 'Infinity Loop' marketing model, supported by supervised AI, can increase player lifetime value (LTV) by up to 30% by integrating acquisition, retargeting, and lifecycle management.
Marketing
Advertising
Global
+1
SocialPeta
Apr 2026
Report
35 pages
The Gaming App Insights Report
The provided report content is corrupted and does not contain any legible data, figures, or actionable insights.
No specific companies, growth rates, or dates can be extracted from the provided text.
The source material consists of fragmented characters that prevent the identification of industry trends.
Market Analysis
User Acquisition
Retention
+2
Adjust
Apr 2026
Report
33 pages
The Future of Consumer Apps: How AI and Game Design Principles Are Reshaping Every Category
Non-gaming mobile app revenue is projected to reach $150 billion by 2030, with spending in this sector already surpassing traditional gaming apps as of 2025.
AI-driven gamification is the primary catalyst for revenue and engagement, with BITKRAFT forecasting at least five non-gaming consumer companies will exceed $10 billion valuations by 2035.
High-friction sectors are successfully using game mechanics to drive retention; for example, fintech platforms like StockGro use leaderboards and AI-personalized tutorials to convert financial discipline into instant gratification.
Market Analysis
AI
Game Design
+2
BITKRAFT Ventures
Mar 2026
Report
2 pages
Announcement of Consolidated Results for Fiscal Year Ended March 31, 2025, a Comparison with Prior Year Results, Extraordinary Loss, and Non-operating Expense
Akatsuki Inc. reported a 49.4% increase in ordinary profit to ¥4,233 million for the fiscal year ending March 31, 2025, despite a 1.3% decline in net sales to ¥23,652 million.
Operating ordinary profit grew by 46.3% to ¥3,915 million, driven by strong performance in the Comics segment and the 'Slash Gift' online lottery service within the IP Solutions business.
Net income attributable to owners of the parent rose 27.8% to ¥1,646 million, bolstered by gains from share sales related to the IPOs of investee companies.
Market Analysis
Investment
Mobile
+1
Akatsuki
Report
11 pages
Consolidated Financial Statements: Q1 Fiscal Year 2026 (Japan)
Akatsuki Inc. experienced a sharp financial downturn in Q1 FY2025, with net sales falling 44% year-over-year to ¥2,313 million and operating losses widening to ¥1,698 million.
The core Games unit was the primary driver of the deficit, suffering a 52.3% decline in sales and recording an operating loss of ¥1,643 million.
Net loss attributable to parent shareholders increased significantly to ¥1,167 million, compared to a ¥271 million loss in the same period last year.
Investment
Mobile
Japan
+1
Akatsuki
Report
3 pages
Consolidated Results Supplementary Information: Fiscal Year Ended March 2025
Akatsuki Inc. reported a 124% surge in operating profit to ¥3.915 billion for the fiscal year ended March 2025, driven by a 68% increase in gaming segment profit and ¥1.154 billion in gains from the sale of investment securities.
Total sales grew 5% year-over-year to ¥23.652 billion, supported by the continued strong performance of existing titles like Dragon Ball Z Dokkan Battle.
Net income rose 48% to ¥1.646 billion, while adjusted EBITDA increased 28% to ¥5.661 billion.
Market Analysis
Investment
Mobile
+1
Akatsuki
Report
12 pages
Consolidated Financial Statements: Second Quarter and First Half-Year Period of Fiscal Year Ending March 31, 2026
Akatsuki Inc. reported a 20.6% YoY decline in net sales to ¥9,915 million and a 42.4% drop in operating profit to ¥1,724 million for the first half of the fiscal year ending March 31, 2026.
Net income attributable to the parent rose 31.4% to ¥1,853 million, with diluted earnings per share increasing from ¥97.85 to ¥128.56.
The core Games and Comics segment, which accounts for the majority of revenue, saw a 23.2% sales decline and a 41.2% drop in profit.
Investment
Japan
Mobile
+1
Akatsuki
Report
4 pages
Consolidated Results Supplementary Information: Q1 FYE March 2026
Akatsuki Inc. reported a 44% year-over-year decline in total consolidated sales to ¥2,313 million for Q1 FYE March 2026, resulting in a net loss of ¥1,167 million.
The Games segment experienced a 52% sales drop to ¥1,782 million and an operating loss of ¥1,643 million, driven by a portfolio review withdrawal and a lack of major new releases.
The IP Solutions unit achieved significant growth, with sales increasing 167% to ¥298 million and operating profit rising 2,592% to ¥122 million, bolstered by the 'Slash Gift' online lottery and the consolidation of CRAYON, Inc.
Market Analysis
Mobile
Japan
+1
Akatsuki
Report
3 pages
Consolidated Results Supplementary Information: Q2 of FYE March 2026
Akatsuki Inc. reported a 9% decline in quarterly sales to ¥7,602 million, primarily driven by a 10% YoY contraction in the core Games & Comics segment.
Net income surged 80% to ¥3,020 million, bolstered by gains from investee exits and a reduction in valuation losses on investment securities despite lower operating profit.
The launch of 'Kaiju No. 8 The Game' on 31 August 2025 generated over ¥2 billion in first-month sales, with 40% of revenue originating from overseas markets.
Market Analysis
Mergers & Acquisitions
Investment
+2
Akatsuki
Report
11 pages
Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2026
Akatsuki Inc. reported a significant surge in profitability for the first nine months of FY2025, with operating profit rising 115.7% to ¥3,063 million and net profit attributable to parent shareholders climbing 287.6% to ¥2,856 million.
Net sales grew modestly by 2.1% to ¥16,497 million, while diluted earnings per share increased substantially to ¥198.11 compared to ¥51.12 in the prior year.
The core Games and Comics business experienced a 5.3% decline in sales but successfully doubled its operating profit through effective cost-reduction measures.
Market Analysis
Investment
Mobile
+1
Akatsuki
Report
4 pages
Consolidated Results Supplementary Information: Q3 FY3/26
Akatsuki Inc. achieved a significant financial turnaround in Q3 FY3/26, reporting ¥6,581 million in group-wide sales (up 79% YoY) and an operating profit of ¥1,338 million, reversing a prior-year loss of ¥1,571 million.
The primary growth driver was the Q2 release of 'Kaiju No. 8 The Game,' which contributed three months of revenue and helped boost Games & Comics segment sales by 62% to ¥5,225 million.
Net income reached ¥1,003 million, a 288% increase compared to the ¥673 million loss recorded in the same period last year.
Market Analysis
Mergers & Acquisitions
Mobile
+1
Akatsuki
Report
8 pages
Consolidated Financial Statement: Q1 2019
KLab Inc. experienced a significant Q1 2019 downturn, with revenue falling 18.4% to ¥6,468 million and operating income dropping 70.9% to ¥391 million compared to the same period in 2018.
The primary driver for the revenue decline was a decrease in sales for the 'Love Live! School Idol Festival' title.
Profit attributable to owners of the parent contracted by 63.2% to ¥296 million, while net income fell 65% to ¥303 million.
Market Analysis
Investment
Japan
+1
KLab
Report
8 pages
Consolidated Financial Report: Q2 2020
KLab Inc. reported a 98% decline in profit attributable to owners of the parent to ¥16 million for the first half of 2020, compared to the same period in 2019.
Operating income fell 42.2% to ¥753 million, driven by an increased cost of sales and a lower gross profit margin.
Revenue grew by 7.7% to ¥15.95 billion, supported by performance in the company's core game business and research and consulting services.
Market Analysis
Mobile
Japan
+1
KLab
Report
8 pages
Quarterly Financial Report: Q3 2020
KLab Inc. reported a 17.8% year-over-year revenue increase to ¥26.36 billion for the first nine months of FY2020, driven by strong performance in its game business segment.
Operating income rose 31.7% to ¥2.25 billion, while ordinary income grew 14.9% to ¥1.80 billion compared to the same period in FY2019.
Net profit attributable to the parent fell 29.6% to ¥855 million, primarily due to foreign-exchange losses and a ¥498.9 million impairment charge on investments.
Market Analysis
Investment
Mobile
+1
KLab
Report
9 pages
Q1 2021 Financial Statement
KLab Inc. reported a 13.8% year-over-year revenue decline in Q1 2021, falling to ¥6,392 million from ¥7,420 million.
Operating income swung to a ¥505 million loss compared to a ¥37 million profit in the same period of 2020.
The company recorded a significant ¥1.54 billion impairment charge on software assets, which was the primary driver of a ¥386 million loss attributable to the parent company.
Market Analysis
Mobile
Japan
+1
KLab
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