Game-industry reports — read the key insights or open the source.
The mobile gaming landscape in the United States is significantly influenced by intellectual property (IP), which serves as a powerful driver for both revenue and user acquisition. While IP-based titles represent only 9 percent of the total mobile game market, they command an outsized share of industry performance, accounting for 23 percent of total player spending and 17 percent of all downloads in 2020. This trend underscores the efficacy of established brands in capturing market attention and maintaining stable growth compared to non-IP titles.
Video game-based IPs are the most dominant category, generating one-third of all licensed mobile game revenue in 2020. Other significant contributors include Manga, which emerged as the fastest-growing IP type with a 54 percent year-over-year revenue increase, followed by Television and Comics. Notably, the Marvel brand maintains a pervasive presence across multiple media formats, illustrating how successful IPs often transcend their original medium to achieve cross-platform dominance.
The impact of IP is most pronounced within mid-core genres, specifically Geolocation AR, Action, RPG, and Shooter. Geolocation AR is almost entirely comprised of licensed titles, while Action, RPG, and Shooter genres show the strongest correlation between IP usage and rapid revenue growth. Conversely, massive categories like Puzzle remain largely untapped by IP, with only 5 percent of revenue derived from licensed games, suggesting a potential area for future expansion.
This analysis utilizes data from the U.S. App Store and Google Play throughout 2020, employing a taxonomy that categorizes IPs originating from films, books, television, toys, celebrities, sports, board games, video games, comics, and manga. The findings suggest that as the mobile marketing landscape evolves, particularly following changes to identifier tracking, the strategic deployment of recognizable IPs will become increasingly vital for developers seeking to build awareness and drive sustainable user acquisition.
The 2021 mobile gaming landscape was defined by a transition toward creative-led advertising strategies necessitated by rising acquisition costs and shifting privacy regulations. As iOS privacy changes prompted a strategic pivot toward Android platforms, the industry experienced a 200% surge in ad creatives and a 34% year-over-year increase in CPMs on major platforms like Meta. With the United States emerging as the most expensive market at an average CPM of $28.18, advertisers increasingly prioritized data-driven optimization and regional targeting to maintain return on investment amidst a broader 5% slowdown in total advertiser market growth.
While casual and puzzle games maintained the highest volume of individual advertisers globally, RPGs consistently dominated in total creative output across key regions, including Southeast Asia, Hong Kong, Macao, and Taiwan. To combat market saturation, developers shifted toward high-engagement formats, specifically vertical video ads exceeding 30 seconds and playable end cards. These creative strategies, often incorporating celebrity endorsements and real-people trailers, became essential tools for driving conversions in a competitive environment where traditional tracking methods faced significant headwinds.
Looking toward future growth, the industry is increasingly focused on globalization and the refinement of hybrid monetization models. Developers are diversifying revenue streams by integrating NFTs and combining traditional in-app purchases with ad-based structures. Furthermore, the adoption of privacy-compliant user acquisition, such as early SKAN testing and AI-driven optimization, has become a prerequisite for success. As companies expand into emerging markets like the Middle East and the CIS, the combination of M&A activity, social feature integration, and sophisticated monetization frameworks will remain central to navigating the complexities of the post-privacy mobile ecosystem.
This analysis examines how different generations engage with video games, highlighting the medium’s evolution from a simple pastime into a multifaceted social and entertainment ecosystem. The research, based on a survey of 72,068 respondents across 33 global markets conducted in early 2021, reveals that while gaming is a universal form of entertainment, engagement patterns vary significantly by age. Younger cohorts, specifically Gen Z and Millennials, increasingly view gaming as a primary leisure activity that encompasses not just playing, but also watching content, socializing, and participating in virtual communities.
Key findings indicate that the share of leisure time dedicated to gaming increases with each younger generation. Gen Z and Millennials report spending more time on gaming than on social media or streaming movies and television. While relaxing and unwinding remain the top motivations for playing across all demographics, younger players are uniquely driven by competition, social interaction, and creative achievement. Consequently, these groups favor multiplayer modes and genres that offer sandbox or social elements, such as Fortnite and Roblox. In contrast, older generations, including Gen X and Baby Boomers, primarily utilize games for casual relaxation, often preferring single-player experiences on mobile devices.
The research also identifies a growing trend toward the metaverse, where virtual worlds serve as platforms for non-gaming activities like social gatherings and digital events. Younger consumers show high interest in avatar customization and content creation, signaling a shift toward digital identity and persistent virtual spaces. While older gamers are less likely to engage with gaming-related video content, those who do often prioritize practical information, such as reviews and tutorials, to inform their purchasing decisions. Ultimately, the data suggests that gaming has become a foundational pillar of modern entertainment, offering brands and developers diverse opportunities to reach audiences through increasingly immersive and social digital experiences.
The white paper argues that Platform‑as‑a‑Service (PaaS) for mobile cloud gaming represents a transformative shift in the Asian mobile and free‑to‑play (F2P) game markets. It identifies a 1.5 billion‑strong Asian gamer base, with 1.4 billion already on mobile, yet only a small fraction have adopted cloud gaming; adoption is projected to take more than five years, driven by 5G rollout and government incentives. The analysis contrasts premium B2C cloud offerings—subscription or time‑based fee models—with the emerging B2B PaaS model, which allows developers to host titles on cloud infrastructure and monetize through F2P mechanics. Key players include Tencent, Now.gg, Ubitus, WeLink, and Alibaba Cloud, with China’s telecoms using cloud gaming to spur 5G uptake. The paper cites data such as China’s 1 million 5G base stations, 365 million 5G users, and an expected 80 % of smartphones being 5G‑capable by year‑end, underscoring the technical prerequisites for viable cloud play. Methodologically, the study draws on proprietary consumer panels of over 4 million in China and millions across other Asian markets, supplemented by industry interviews. The conclusion posits that mobile cloud PaaS will mature faster than premium B2C offerings, reducing acquisition costs, bypassing app‑store take rates, and enabling broader reach for high‑quality titles such as Genshin Impact. The report projects a global expansion of this model beyond Asia, reshaping monetization and discovery in the mobile gaming ecosystem.
The white paper argues that mobile‑game advertising has entered a new phase of intensity and sophistication, driven by rapid creative growth, the dominance of video formats, and evolving privacy regulations. In 2021 ad creatives surged by 200 % YoY while CPMs rose 34 %, with video ads now accounting for over 85 % of spend. The market continues to expand, projecting more than 70 000 advertisers by 2023, yet advertiser growth has slowed post‑pandemic to just 5 % YoY. Android remains the primary platform, hosting roughly two‑thirds of advertisers, and high‑spending Tier 1 markets—particularly the United States, Japan, and Korea—retain their status as key targets for publishers.
Geographically, the United States shows a casual‑game bias among advertisers (26 % of spend) but still supports high‑spending titles such as Free Fire and Subway Surfers. China’s landscape is shifting from RPGs to casual titles, with puzzle games capturing the largest creative share. In the Middle East, strategy and shooter games like Rise of Kingdoms and PUBG Mobile dominate downloads and revenue, whereas the CIS market displays a more diversified mix of strategy, shooter, and casual titles. Across all regions, vertical video ads—especially 30–34 second formats with end‑card elements—outperform horizontal variants for mid‑ and hard‑core titles, achieving conversion rates around 0.15 %. Playable ads also deliver significant lift for mid‑core games.
Privacy changes from Apple and Google have accelerated a shift toward probabilistic attribution models such as SKAN, compelling advertisers to prioritize creative design over granular targeting. Hybrid monetization platforms that blend bidding and non‑bidding networks are gaining traction, while developers increasingly adopt innovative in‑app purchase mechanics (limited‑time offers, battle passes) and social features (chat, PvP, guilds) to enhance engagement and retention. These trends collectively underscore a mobile‑gaming ecosystem that is more video‑centric, privacy‑aware, and focused on long‑cycle strategy titles in high‑engagement markets.
The snapshot presents a comprehensive overview of in‑game event strategies across the global mobile gaming market, focusing on seasonal and promotional collaboration events. It establishes that 90 % of the top‑grossing 100 mobile titles deploy seasonal events, while 40 % of US iOS top‑100 games feature brand collaborations. These events are highlighted as key drivers for player re‑engagement, new user acquisition, and revenue spikes, with examples such as Sky: Children of the Light’s Kizuna AI partnership and Genshin Impact’s Lantern Rite event, which each generated multi‑million daily revenue surges.
The report details the taxonomy of events—UI changes, limited‑time offers, playable content, and special bundles—and identifies profitable revenue streams: time‑limited skins, character drops, themed currency, and gacha mechanics. Seasonal calendars list major holidays (Christmas, Lunar New Year, Halloween) and region‑specific observances (Double Five in China, Sakura season in Japan), underscoring the importance of cultural relevance.
Geographic scope covers North America, China, and Japan, with data on event adoption rates: 51 % of Chinese top‑100 games and 62 % of Japanese top‑100 games use promotional collaborations, compared to 42 % in the US. Methodology relies on GameRefinery’s SaaS platform, aggregating revenue and event data from thousands of titles.
Key conclusions emphasize that events remain a differentiator for high‑performing games, offering scalable monetization and cross‑brand synergy. The snapshot recommends that developers evaluate event fit against audience demographics, content alignment, and potential for brand partnership to maximize engagement and revenue.
The analysis focuses on Latin America’s mobile ecosystem from July 2020 to June 2021, revealing a region that has accelerated digital adoption and monetization amid the pandemic. Mobile downloads surged 76 % year‑on‑year, reaching roughly 21 billion across iOS and Google Play, while consumer spend climbed 26 % to $2.9 billion. Android dominates downloads (≈89 %) yet iOS retains a higher spend share, commanding 56 % of total consumer expenditure. Brazil and Mexico together generate 73 % of regional downloads, with Brazil’s per‑capita income lower than Uruguay’s but still driving significant spend growth.
Gaming remains a key driver, accounting for 50 % of LATAM consumer spend—below the global average of 68 %. Brazil leads in both downloads (4.6 billion) and revenue ($557 million), with Chile showing a strong spend‑to‑download ratio. Non‑gaming verticals such as Finance, Shopping, and Entertainment also expanded; finance apps grew 36 % YoY in Brazil, while shopping app downloads rose 30 %. Entertainment became the largest spend category in four of six major markets, reflecting limited Smart TV penetration and a shift to mobile streaming.
User engagement metrics underscore high daily time spent, with Brazil averaging 5.4 hours per user and Mexico 4.8 hours—up 32 % and 36 % respectively from two years prior. Social, tools, and business categories saw the largest increases in sessions and minutes, indicating opportunities for productivity and contactless payment solutions. Demographic analysis shows a youthful audience: 61 % of shopping app users in Brazil are Millennials, and Gen Z dominates photo‑video and entertainment segments.
Overall, the report highlights LATAM as a high‑growth mobile market with distinct platform dynamics, strong gaming and finance opportunities, and an emerging preference for mobile‑first entertainment and productivity apps.
The report examines the mobile card‑battler sub‑genre, focusing on global market dynamics and U.S. performance during the first half of 2021. It identifies card‑battlers as a fast‑growing segment within the broader mid‑core strategy category, accounting for 34 % of strategy revenue and 6 % of overall downloads worldwide. Quarterly data show a 17 % rise in card‑battler revenue during Q1 2021, with monthly spending surpassing $55 million and peaking at $70 million in January. Key titles such as Yu‑Gi‑Oh! Duel Links, Hearthstone, and Magic: The Gathering Arena dominate revenue, with Yu‑Gi‑Oh! generating $110 million and Hearthstone over $40 million in H1 2021. Six of the top ten titles derive most revenue from Asian markets, yet U.S. share grew to 27 % of player spending—an increase of six percentage points from H1 2020.
The analysis highlights that card‑battlers attract both legacy franchises and new entrants; Mighty Party, Teamfight Tactics, and Legends of Runeterra achieved high download volumes despite lower retention. Revenue per download (RPD) in the U.S. averages $31 USD for strategy games, with card‑battlers at $19 USD—double the global average—indicating strong monetization potential. RPD growth for card‑battlers reached 175 % in H1 2021, the fastest among strategy sub‑genres.
Methodologically, the study relies on Sensor Tower’s Game Taxonomy, Store Intelligence, and Ad Intelligence data, estimating downloads per user and gross revenue (excluding platform cuts). Geographic coverage spans Japan, China, the U.S., and other markets; the time frame covers Q1 2019 to H1 2021. The report concludes that card‑battlers represent a lucrative niche for both established IPs and innovative titles, with expanding U.S. market share and robust monetization metrics.
The report examines U.S. mobile game advertising in 2021, focusing on ad network share of voice (SOV), creative formats, genre‑specific trends, and demographic alignment. Five gaming‑centric networks—Chartboost, Unity, Adcolony, ironSource, and Vungle—dominated game advertising, each maintaining over 90 % SOV from games on iOS and Android. In contrast, mainstream social platforms (Facebook, Instagram, TikTok, YouTube) displayed a more balanced mix of gaming and non‑gaming ads, with SOV from games ranging 40–60 %. AppLovin and MoPub shifted toward gaming in late‑2018, investing heavily in hypercasual publishers; this pivot increased their game SOV to roughly 90 % on iOS and 80 % on Android by early‑2021. AdMob’s focus on Google Play titles grew, with its game SOV rising from 60 % to 80 % by Q2 2021.
Creative analysis shows video ads remain the dominant format across networks, accounting for >50 % of game ad spend on iOS and Android. Playable ads gained traction among hypercasual publishers (e.g., AppLovin) and, more recently, mid‑core titles such as Call of Duty: Mobile and State of Survival. Full‑screen ads were more common on Android, especially for Google Play games.
Genre‑level insights reveal puzzle and hypercasual games rely heavily on gaming‑focused networks (Chartboost, Unity), while mid‑core and strategy titles favor broader platforms like Facebook and YouTube. Casino games concentrated on Adcolony, which also hosts many real‑money reward creatives.
The study concludes that despite IDFA changes, game advertising volumes remained stable into 2021. Publishers can optimize spend by matching network demographics to target audiences—YouTube for younger, male strategy players; Adcolony for older, female casino gamers—and by adopting emerging creative trends such as simple playable ads and background music to differentiate in a crowded market.
The analysis evaluates the influence of licensed intellectual property (IP) on the U.S. mobile gaming market during 2020, using Sensor Tower’s taxonomy and revenue data from the App Store and Google Play. It finds that only 9 % of mobile titles in the United States carry an IP license, yet these games generated 23 % of total player spending and 17 % of installs, indicating a disproportionate revenue contribution. Video game IPs dominate the licensed segment, accounting for one‑third of IP revenue and 60 % of that share; manga IPs represent the second largest category at 13 %, followed by television (12 %) and comics (10 %). The report highlights that action, shooter, and role‑playing game genres exhibit the highest proportion of IP revenue—64 % in action, 45 % in shooter, and 47 % in RPG—while genres such as racing and puzzle show minimal IP influence. Top performers include Pokémon GO (video game IP), Call of Duty: Mobile (shooter IP), and Marvel Contest of Champions (comics IP). Year‑over‑year growth for IP titles matched non‑IP titles at 33.8 %, driven largely by Call of Duty: Mobile and new releases like PUBG Mobile. The findings suggest that, despite a small market share in terms of titles, IP‑based games command significant revenue and are poised for continued expansion as publishers leverage popular franchises across multiple genres.
The analysis demonstrates that the mobile‑gaming market expanded dramatically during the COVID‑19 pandemic, with global quarterly revenue reaching $33 billion in Q2 2020 and downloads climbing 39 % to 16 billion. The United States remains the dominant spend market, contributing 28 % of worldwide revenue in 2020 and generating $7 billion in Q1 2021, while emerging regions such as India (12 % of global installs) and Brazil drive download growth but lag in monetization. Hyper‑casual and shooter titles—PUBG Mobile, Garena Free Fire, Subway Surfers—consistently occupy top download positions worldwide.
In 2020 and early 2021, revenue concentration persisted in mature markets (U.S., Japan, China), yet fast‑growing regions like Europe and Southeast Asia presented expanding opportunities. European revenue was led by Playrix ($700 M) and Supercell ($600 M), with Israeli publishers also in the top‑10, while installs remained near pandemic highs at roughly 4 billion in Q1 2021. In Asia, India’s explosive download growth (nearly 3 billion installs in Q3 2020) and Indonesia’s 26 % YoY rise positioned the region as the dominant market, with PUBG Mobile and Honor of Kings topping download charts. Despite a 44 % YoY decline in Chinese installs, mobile‑game spend there continued to rise, contributing to Asian revenue of $12 billion in Q1 2021.
Genre‑level insights reveal hyper‑casual games as the fastest‑growing segment, expanding from 757 million installs in Q1 2018 to over 3.4 billion by Q1 2021 and accounting for more than 30 % of all mobile downloads that quarter. Freemium models dominate monetization, with 99 % of App Store revenue derived from free titles; subscription adoption remains a minority (≈29 %) among top U.S. games. Advertising revenue is heavily concentrated in puzzle and hyper‑casual titles, which captured over 30 % of ad spend across major networks in 2020. Playrix led overall ad spending, especially for its puzzle franchises, while Zynga’s acquisition of Rollic Games spurred a sharp increase in hyper‑casual ad spend on AdMob and Facebook.
Overall, the data underscore a mobile‑gaming ecosystem where mature markets generate the bulk of revenue, emerging regions drive download growth, hyper‑casual and battle‑royale titles dominate user acquisition, and freemium monetization models—supported by advertising—remain the primary revenue engine.
The report establishes that video‑game streaming has solidified its position as a core element of global pop culture, with 21 % year‑over‑year growth in watch time during 2021—an increase that, while lower than the 81 % surge seen in 2020, still reflects a substantial expansion of audiences worldwide. The analysis covers the three dominant Western platforms—Twitch, YouTube Gaming, and Facebook Gaming—across all major regions, noting that Twitch leads overall hours watched (≈6 billion) and maintains a 31.4 % YoY increase, whereas YouTube’s live‑stream hours declined by 15 % but its VOD ecosystem grew, and Facebook Gaming achieved a 59 % YoY rise, narrowing the gap with YouTube in Q3‑Q4.
Key content insights reveal that mobile titles such as Garena Free Fire, PUBG Mobile, and Valorant dominate viewership, together generating over 5.6 billion hours—32 % of total hours watched—while PC and console staples like GTA V, Minecraft, and Apex Legends remain top‑tier. The report highlights 10 peak moments that drew record concurrent viewership, underscoring the influence of esports and mobile‑game tournaments.
Demographic analysis shows a persistent gender imbalance: only 27 % of the top 3,000 streamers are female, and women represent a mere 5 % of the top 200 creators. Platform‑specific initiatives—YouTube’s promotion of Valkyrae, Facebook Gaming’s female spotlight series, and Twitch’s updated harassment policies—are noted as efforts to address this gap.
Methodologically, the study aggregates publicly available data on hours watched, peak concurrent viewers (CCV), and monetization metrics from subscriptions and Bits. It segments streamers into tiers—Mega, Macro, Mid‑Tier, Micro—to illustrate revenue concentration: the top 1.2 % of influencers generate 15.8 % of total revenue, while micro‑tier creators (93 % of all streamers) account for 56 % of subscription and Bits income. The report concludes that while the creator economy remains highly skewed, sustained growth in mobile gaming and platform diversification continues to reshape the industry’s landscape.
The report documents a four‑fold surge in gaming deal activity during the first half of 2021 compared with the same period in 2020. A total of 471 closed transactions generated $44.2 billion, with an additional $5.9 billion in announced deals bringing cumulative value to $50.2 billion. Mergers and acquisitions dominated the landscape, accounting for 154 deals ($22.4 billion) and surpassing the full‑year 2020 result of $12.6 billion across 218 transactions. Public offerings rose to 54 deals ($17.1 billion), while private investments reached a record $4.6 billion through 263 deals, largely driven by late‑stage rounds (65% of value). The gaming segment alone contributed $32.7 billion across 267 deals, with M&A value climbing 486% YoY to $20.4 billion.
Key players included Tencent, Embracer Group, Electronic Arts, Sony, and ByteDance, each executing multiple acquisitions across PC/console, mobile, and cloud platforms. Venture capital activity remained robust; top 15 VC funds invested $1.1 billion in 60+ companies, with Epic Games’ $1 billion round and Roblox’s pre‑IPO $520 million leading the pack. Public exits grew sharply, with 107 deals totaling $25.6 billion; notable IPOs and SPACs included Roblox, AppLovin, Playtika, and Playstudios.
The data were compiled from public sources, S&P Capital IQ, and industry disclosures, covering global transactions in the video‑game sector for H1 2021.
The Spanish video game development sector has emerged as a vital component of the national digital economy, characterized by rapid growth, high innovation, and a strong global orientation. As of 2013, the industry comprised 330 companies, largely concentrated in Madrid and Catalonia, with a workforce that is notably young and highly qualified. The sector generated 313.7 million euros in turnover in 2013, with projections suggesting a compound annual growth rate of 23.7% through 2017. This expansion is driven primarily by online distribution models, which account for 78% of industry revenue, and a robust export market that represents 56% of total sales.
The industry is defined by its youth, with 68% of firms established within the last five years and 97% of capital originating domestically. Employment trends are equally positive; the sector supported 2,630 direct jobs in 2013, marking a 29% increase from the previous year, with a high proportion of permanent contracts. Despite this success, the industry faces significant challenges, particularly a talent gap, as 63.6% of businesses report difficulty finding qualified personnel. This highlights a misalignment between current educational curricula and the specialized technical demands of the video game market.
To sustain this momentum, the sector advocates for an integrated support plan that includes fiscal incentives for research and development, public funding for prototypes, and streamlined internationalization efforts. Recommendations emphasize the need for specialized technology clusters, improved tax treatment for intangible assets, and stronger synergies with transversal industries such as health and education through the development of serious games. By addressing these structural needs and fostering closer collaboration between public administration, private investors, and academic institutions, the industry aims to solidify its position as a competitive, high-productivity leader within the European digital landscape.
NCE Videojuegos Accesibles (Spanish Video Games Association): Arturo Monedero and Miriam Fdez Simon (Spanish National Organisation of the Blind Foundation: Juan Aguado Delgado and Enrique García Cortés (@kike_mep) Front and back cover illustration: Natalia Morillo (@heynatnatart) Illustrations of accessibility guidelines: Pablo Ruiz Moyano and Alba Martos Melero Laura Enciso Baringo and Pablo Pérez Ortega Introduction 1 star Context 3D audio .......
Fondo Europeo de Desarrollo Regional Foto: Francesco Ungaro (Pexels) LIBRO BLANCO DEL DESARROLLO ESPAÑOL DE VIDEOJUEGOS 2021 1. Íntroduccion 6 2. Tribuna 8 3. Medidas para incentivar la economía de la industria española de desarrollo de videojuegos en 2022 10 4.
The 2021 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the sector’s economic health, employment trends, and production landscape. Conducted between May and June 2021 through an online survey of 1,200 qualified entities, the research captures a representative snapshot of the French video game ecosystem, which is primarily composed of development studios, publishers, and service providers. The study highlights the industry's resilience and growth despite the challenges posed by the global health crisis.
Key findings indicate that the French video game sector remains highly productive, with approximately 1,350 games in development during 2021, 92% of which are original creations. The industry is characterized by a strong focus on independent production, with 77% of studios identifying as indie developers. Financially, while the sector shows promise—with 20% of studios reporting annual revenues exceeding €1 million—the landscape remains fragile, as 36.5% of studios reported a deficit in 2020, the highest level since 2014. Despite this, the industry maintains a positive outlook, with 89% of respondents expressing confidence in their company’s future and 94% remaining optimistic about the broader French video game market.
Employment remains a cornerstone of the industry, which continues to prioritize permanent contracts, with 80% of salaried positions held as CDI. The workforce is increasingly diverse, with female representation reaching 22%. Furthermore, the sector benefits from robust institutional support, as 41% of companies utilize regional funding and many rely on the national video game tax credit. France is currently ranked as the second most attractive country for video game development globally, trailing only the United States, reflecting the sector's strong international standing and continued potential for expansion.
01 Players in Germany 8 02 German market for computer 14 03 The games industry in Germany 24 .1 Employment figures and companies .4 The ten demands of the games industry 04 gamescom 38 05 About game – the German 42 .1 Diversity initiative Hier spielt Vielfalt .2 Environmental and climate protection in the .3 Foundation for Digital Games Culture .5 Entertainment Software Self-Regulation Body 06 D...
By European Game Developers Federation (EGDF) Supported by Video Games Europe European Video Games Industry Data 5 Number of game developer studios 7 Number of game publishers 8 Number of people working in the video games industry 9 Percentage of women working in the industry ...
The mobile gaming market in the second quarter of 2021 experienced notable shifts in genre performance and publisher dominance across the United States, China, and Japan. The primary objective is to provide a comparative analysis of these regional markets, highlighting evolving trends in genre market share, publisher success, and the increasing importance of live-service feature updates. The analysis utilizes a proprietary taxonomy and motivation framework, supported by a survey of over 7,000 mobile gamers in English-speaking western countries, to categorize games and identify player archetypes.
Key findings indicate that the United States saw a decline in the Puzzle genre’s market share, while the Strategy genre experienced significant growth. In Japan, the Sports genre continued to gain momentum, largely driven by the success of titles like Umamusume Pretty Derby, while RPGs faced a decline. China exhibited a trend reversal from the previous quarter, with RPG and Strategy genres regaining market share at the expense of Shooters. Publisher performance was marked by strong results from Supercell in the US and Cygames in Japan, while Leiting Games nearly doubled its market share in China.
A critical trend identified is the 37% year-over-year increase in feature updates, with Strategy games leading this surge at 208%. Developers are increasingly prioritizing engagement through non-recurring live events and limited in-app purchase offers, which saw frequency increases of 143% and 122%, respectively. These features are becoming essential for retention and monetization across major genres. Furthermore, player motivation data reveals that games appealing to fast-paced action and competitive play continue to dominate the top-grossing charts in the US, with specific archetypes like King of the Hill and Skill Master remaining highly relevant.