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Report
32 pages
Bandai Namco Group Fact Book 2020
Bandai Namco Group operates across five diversified business segments: Toys and Hobby, Network Entertainment, Real Entertainment, Visual and Music Production, and IP Creation.
The Network Entertainment Unit serves as a primary revenue driver, encompassing the company's global home video game and mobile app publishing operations.
The Toys and Hobby Unit maintains a broad market presence across multiple physical categories, including plastic models, figures, capsule toys, card products, and candy toys.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2021
Bandai Namco operates through a diversified structure encompassing four primary segments: the Entertainment Unit (Digital and Toys/Hobby), the IP Production Unit (Visual, Music, and Creation), and the Amusement Unit.
The Digital Business segment is a core pillar of the Entertainment Unit, focusing on the development and distribution of game applications and home video game software.
The company tracks its competitive positioning by analyzing its standing among top publishers within the global mobile application market.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2022
The Bandai Namco Group operates through three primary pillars: the Entertainment Unit, which covers Digital Business and Toys and Hobby, and the IP Production Unit, which manages Visual and Music business.
The Digital Business segment serves as a core driver for the Entertainment Unit, focusing on the development and distribution of interactive gaming content.
The Toys and Hobby Business segment maintains a diverse portfolio including plastic models, figures, capsule toys, and card products.
Market Analysis
Game Publishing
Japan
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2023
Bandai Namco operates across four primary business segments: Entertainment (Digital and Toys/Hobby), IP Production, and Amusement.
The Entertainment Unit's Digital Business segment focuses on both the mobile game app market and the home video game console market.
The Toys and Hobby Business segment encompasses a diverse portfolio including plastic models, figures, capsule toys, candy toys, and children’s lifestyle sundries.
Market Analysis
Game Publishing
Mobile
+3
Bandai Namco
Report
10 pages
Q4 2025 Investor Presentation
The company achieved Q4 2025 net sales of SEK 3,123 million, marking 8% organic growth and a 108% year-over-year increase in constant currency.
Adjusted EBITDA for Q4 2025 reached SEK 717 million with a 23% margin, supported by an unlevered free cash flow of SEK 878 million.
User acquisition spending surged to 38% of revenue in Q4, representing a 98% year-over-year increase driven by the integration of Plarium and scaling of casual and racing franchises.
Market Analysis
Monetization
User Acquisition
+5
Modern Times Group
Report
17 pages
Adjust Guide to Deep Linking
Mobile app users purchase at three times the rate of those using mobile web interfaces, making deep linking a primary driver of conversion.
Integrating deep links into owned media channels is critical for revenue, particularly as 70% of all emails are currently opened on mobile devices.
Deferred deep links are essential for acquisition, as they route new users through the app store installation process before landing them on the specific content they originally clicked.
Marketing
User Acquisition
Mobile
+1
Adjust
Report
18 pages
Vietnam Mobile Gaming 2025: The Next Billion-Dollar Frontier in Southeast Asia
Vietnam's mobile gaming market is projected to reach a billion-dollar valuation by 2025, supported by a 9.8% compound annual growth rate.
A 2025 regulatory crackdown resulted in the removal of 1,081 unlicensed titles, leading to a 13.7% decline in total downloads but fostering a more stable environment for compliant mid-core games.
Vietnam demonstrates strong monetization potential, with revenue per download exceeding that of the Philippines by at least 28%.
Market Analysis
Market Forecast
Player Demographics
+4
InvestGame
Feb 2026
Report
7 pages
Vietnam's Mobile Dev Opportunity
Vietnam has emerged as a major global mobile development hub with over 35,000 game programmers and more than 300 active local publishers.
In 2024, five Vietnamese studios ranked among the world’s top 25 publishers, generating 2.4 billion downloads and $133 million in revenue.
Since 2020, the sector has experienced significant growth, marked by a 67% increase in downloads and an 82% rise in earnings.
Market Analysis
Game Development
Game Publishing
+2
Naavik
Feb 2026
Report
82 pages
Vietnam Gaming Outlook 2026: Building Sustainable Growth
Vietnam’s mobile gaming sector is shifting from an ad-driven model to hybrid-casual titles prioritizing in-app purchases (IAP) and subscriptions, following a 65% surge in local IAP growth in 2025.
While Vietnam led global Google Play downloads with 6.1 billion installs in 2024, the market generated only $430 million, highlighting the profitability ceiling of pure advertising models.
Localized pricing strategies, including purchasing power parity tiers and one-tap tokenized payments, can increase conversion rates by over 20% and reduce checkout abandonment by up to 30%.
Market Analysis
Market Forecast
Monetization
+3
InvestGame
Feb 2026
Report
13 pages
Aream & Co. Gaming CEO Survey 2025
Industry sentiment for 2025 is largely stable or positive, with 98% of CEOs reporting that consumer spending will be either unchanged (49%) or more optimistic (49%).
M&A activity is expected to accelerate, with 71% of executives anticipating an increase in deal-making throughout 2025.
In-app purchases are the primary revenue driver, with 80% of respondents optimistic about growth compared to only 41% for in-app advertising.
Market Analysis
Market Forecast
Investment
+4
Aream & Co
Feb 2026
Report
128 pages
Key Insights and Data: 2023–2025
Global gaming revenue is projected to reach $197 billion in 2025, representing a 7.5% year-over-year increase driven primarily by mobile and PC segments.
Mobile gaming remains the dominant force in the industry, accounting for over 50% of global revenue and more than 80% of the total player base.
The mobile market is increasingly a winner-take-all environment, with the top 10 to 50 titles on Google Play and the Apple App Store capturing a growing share of total revenue.
Market Analysis
Mobile
Monetization
+3
InvestGame
Jan 2026
Report
9 pages
Mobile App User Trends: MENA Ramadan 2026
Overall mobile app engagement in the MENA region during Ramadan 2026 increased by 111% compared to the same period in 2025.
In-app purchase volume saw a significant surge, rising by 91% during the 30-day Ramadan period.
Social media interaction, measured by likes, shares, and comments, grew by 63% compared to the previous year.
Market Analysis
Player Behavior
Mobile
+2
InvestGame
Jan 2026
Report
32 pages
Festive Season 2025: App Marketing Trends and Strategies for India
India's festive season (August–December) accounts for over 30% of annual digital ad spend, driving a 36% increase in installs and a 69% surge in re-engagements during the peak window.
Mobile gaming remains a primary growth driver, recording 3.2 billion downloads and $151 million in-app purchase revenue in 2024.
Ad spend efficiency improved during the festive period, with a 53% increase in mobile ad investment accompanied by a 12% reduction in cost-per-install (CPI).
Market Analysis
User Acquisition
Marketing
+3
InvestGame
Jan 2026
Report
8 pages
Mobile & PC Gaming Benchmarks 2026
Industry-wide retention benchmarks have shifted downward to a 35/15/5 standard for Day 1, Day 7, and Day 30, replacing the historical 40/20/10 model.
Median retention rates in 2026 are currently 22% for Day 1, 4% for Day 7, and 0.7% for Day 30, highlighting a significant struggle to maintain long-term player interest.
A widening performance gap exists between average titles and the top 10% of games, with top-tier titles maintaining a 40% Day 1 retention threshold compared to the 22% median.
Mobile
Retention
PC
+2
GameAnalytics
Jan 2026
Report
41 pages
Mobile App Trends: 2026 Edition
The mobile app economy reached $167 billion in consumer spending in 2025, supported by a 10% year-over-year increase in global installs and a 7% rise in sessions.
Gaming installs remained flat while costs per install surged 30% to $0.56, though casual games bucked the trend with a 19% increase in installs and a 37% rise in sessions.
The industry is shifting from mobile-first to multi-platform strategies to address fragmented consumer journeys, supported by AI-driven predictive segmentation and cross-device measurement.
Market Analysis
User Acquisition
AI
+2
Adjust
Jan 2026
Report
231 pages
The State of Video Gaming in 2025
Global gaming spend has reached $200 billion in 2025, representing a 150% increase since 2011, yet real-term growth has stalled and profit margins have compressed to single digits.
Development costs for AAA titles now exceed $600 million, contributing to a landscape of record layoffs, shrinking publisher share prices, and a sharp contraction in venture capital funding to only 1,500 global deals.
Mobile gaming revenue fell 23% in Q1 2024 following privacy deprecations, leading to a market where spend is increasingly concentrated among a small number of high-margin titles.
Market Analysis
Global
Mobile
+1
Epyllion
Jan 2026
Whitepaper
90 pages
2026 Global Mobile Apps Marketing Trends
The mobile marketing landscape has shifted from media-centric targeting to creative-driven acquisition, evidenced by a 73.3% surge in creative output per advertiser alongside a 16.7% decline in the total number of active advertisers.
Playable ads are currently the top-performing format, consistently delivering the highest conversion metrics, scroll-stop rates, and attention duration.
The AI application sector underwent a significant contraction in 2025, with the number of active advertisers dropping by 48%.
Market Analysis
Mobile
Marketing
+4
SocialPeta
Jan 2026
Report
4 pages
Nordic Game 2026: Participant Profiles and Platforms
PC development is the primary focus for 57.5% of Nordic Game 2026 participants, significantly outpacing console development at 34.2% and mobile gaming at 27.7%.
Developers and artists constitute the largest attendee segment at 40%, followed by sales and marketing professionals at 12.6% and management at 9.3%.
The event prioritizes business development by providing private meeting facilities that accommodate groups ranging from 4 to 50 people.
Market Analysis
Europe
PC
+1
Nordic Game
Jan 2026
Report
231 pages
The State of Video Gaming: 2025
The video game industry is undergoing a structural correction characterized by a 12% decline in real-term content spending following the post-2021 plateau of previous growth engines.
Market polarization has intensified as AAA production budgets reach $500 million, causing revenue and engagement to concentrate within established franchises while crowding out new releases.
Chinese developers have significantly expanded their global footprint, increasing their share of non-domestic content spending from 0.5% to 12.5% over the last 13 years.
Market Analysis
Market Forecast
Global
+4
Epyllion
Jan 2026
Report
66 pages
State of India Mobile App Market 2026 Report
India remains the world’s largest mobile app market by volume with 25 billion annual downloads, shifting focus from user acquisition to habit-driven engagement and monetization.
In-app purchase revenue is projected to reach $1.25 billion by 2026, driven increasingly by non-gaming sectors like Utilities, Media, and Generative AI.
Quick commerce and food delivery platforms have seen a 55% year-over-year increase in engagement as they transition toward retention-led strategies.
Market Analysis
Player Behavior
Mobile
+1
Sensor Tower
Jan 2026
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