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Report
30 pages
The State of Mobile Game Advertising 2021
Gaming-centric networks including Chartboost, Unity, Adcolony, ironSource, and Vungle maintained over 90% share of voice (SOV) for mobile game advertising on iOS and Android throughout 2021.
AppLovin and MoPub aggressively pivoted toward hypercasual publishers, increasing their game SOV to approximately 90% on iOS and 80% on Android by early 2021.
AdMob increased its focus on Google Play titles, raising its game SOV from 60% to 80% by Q2 2021.
Advertising
North America
Mobile
+1
Sensor Tower
Jan 2021
Report
30 pages
The State of Mobile Game Advertising: U.S. 2021
Mobile game advertising in the U.S. remained resilient through H1 2021, showing no immediate negative impact from IDFA privacy changes.
Mobile games continue to dominate the share of voice across major ad networks, with platforms like AppLovin, MoPub, Facebook, AdMob, and Unity reporting an increased focus on gaming-related advertisements.
Successful user acquisition strategies are increasingly dependent on matching specific game genres to networks with compatible demographics, such as YouTube for younger, male-dominated strategy/RPG audiences and Adcolony for older, female-focused casino players.
Market Analysis
Advertising
Creative Ads
+3
Sensor Tower
Jan 2021
Whitepaper
63 pages
White Paper on Global Mobile Games 2021
Rising acquisition costs and iOS privacy regulations triggered a 200% surge in ad creatives and a 34% year-over-year increase in CPMs on platforms like Meta.
The United States became the most expensive market for mobile advertising, reaching an average CPM of $28.18.
Total advertiser market growth slowed by 5% in 2021, forcing developers to prioritize data-driven optimization and regional targeting to protect ROI.
Market Analysis
Mobile
User Acquisition
+4
SocialPeta
Jan 2021
Report
7 pages
Audio Ad Engagement in Mobile Games
Audio ads achieve a click-through rate (CTR) of approximately one click per 1.4 listens, vastly outperforming the 0.08% average CTR of static banners.
A Warner Music Group campaign targeting 18-to-30-year-olds achieved a 1.78% CTR, representing a 1,000% increase over traditional banner standards.
Behavioral testing shows 100% of participants continued gameplay during audio ad delivery, with 100% brand recall when ads were paired with a companion banner.
Market Analysis
Monetization
In-Game Advertising
+4
AudioMob
Jan 2021
Report
93 pages
2021 H1 Global Mobile App Marketing Whitepaper
Chinese developers dominated the global market in 2021 H1, accounting for 70% of top-charting mobile game media buying and 100% of the top ten advertisers on Facebook’s News Feed.
Advertising costs surged significantly, with Facebook’s average CPC and CPM increasing by 128% year-over-year due to heightened competition.
Apple’s IDFA policy changes triggered a 13% decline in the share of iOS advertising creatives, forcing a strategic shift in focus toward Android platforms.
Advertising
Marketing
Global
+1
SocialPeta
Jan 2021
Presentation
54 pages
FY2020 Presentation Material
CyberAgent achieved record FY2020 performance with 478.5 billion yen in sales and 33.8 billion yen in operating profit, marking year-over-year growth of 5.5% and 9.9% respectively.
The Game business served as the primary growth engine, generating 155.8 billion yen in sales driven by legacy titles and the successful launch of Project SEKAI, which reached two million users in three weeks.
The Media segment, anchored by ABEMA, grew annual sales by 22.6% to 57 billion yen, supported by a cumulative base of over 59 million downloads.
Market Forecast
Marketing
Advertising
+1
CyberAgent
Oct 2020
Presentation
40 pages
3Q FY2020 Presentation Material
CyberAgent reported 112.8 billion yen in consolidated sales for 3Q FY2020, achieving 89% to 102% of its full-year operating profit forecast despite a marginal 0.7% year-over-year revenue decline.
The Game business generated 36.7 billion yen in quarterly revenue, bolstered by major title anniversaries and a strategy focused on both new IP development and lifecycle extension for existing games.
The media segment, anchored by the ABEMA streaming platform, grew sales by 19.2% year-over-year to 13.3 billion yen, supported by 56 million total downloads.
Market Forecast
Investment
Advertising
+1
CyberAgent
Jul 2020
Presentation
43 pages
2Q FY2020 Presentation Material: January to March 2020
CyberAgent achieved record-high Q2 FY2020 consolidated sales of 129.1 billion yen and a 45.3% year-over-year increase in operating profit to 12.4 billion yen.
The Game Business drove performance with 44.8 billion yen in revenue, bolstered by anniversary events for Granblue Fantasy and the successful launch of KonoSuba: Fantastic Days.
By the end of the first half of FY2020, CyberAgent had already achieved 63% to 72% of its full-year profit targets.
Market Analysis
Advertising
Monetization
+1
CyberAgent
Apr 2020
Report
47 pages
Mobile Ad Creative Index 2020
Native ads achieve conversion rates as high as 52.8%, making them the most effective format for driving long-term user retention and high-value in-app purchases.
Acquiring an in-app purchase via native ads on iOS costs $218.09, which is nearly triple the $73.62 cost required on Android.
Disciplined A/B testing and dynamic creative strategies, as utilized by brands like Credit Karma and Groupon, can increase click-to-install rates by more than 120%.
Advertising
In-Game Advertising
Mobile
+1
Liftoff
Jan 2020
Report
42 pages
MTG Corporate Responsibility Report 2009
MTG reported 2009 net sales of SEK 14.2 billion, though operating income resulted in a loss of SEK 1.4 billion and earnings per share fell to -30.86 SEK.
The company expanded its portfolio during the 2008-09 financial crisis by launching TV3 Puls, Prima COOL, and Viasat Hockey, alongside a major restructuring of Bulgarian assets.
Employee engagement remained high, with 86% of the 2,906-person workforce participating in the annual survey and 88% reporting enthusiasm for their work.
Marketing
Advertising
Employment
+1
Modern Times Group
Jan 2009
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