Skip to main content
Game Industry
Library
Library
Search
Ask AI
News
Connect your AI
Browse
The Catch Up
Topics
Collections
Writers
Help
Subscribe
Game Industry
Library
Library
Search
Ask AI
Saved
Library
110 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Advertising
Global
Marketing
Mobile
Market Analysis
User Acquisition
Creative Ads
Monetization
AI
In-Game Advertising
Japan
PC
Game Publishing
Investment
Streaming
USA
Market Forecast
Casual
Clear
Filters
1
Advertising
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Report
42 pages
For the Game: Data Fusion Sheds a New Light on Players
The global gaming market is projected to reach 3.5 billion players and generate over US$225 billion in revenue by 2025.
Brands that integrate value-add experiences like exclusive rewards or AR scavenger hunts achieve a 96% ad completion rate.
Gamer demographics show that 57% of players are female, with 40% of U.S. gamers citing social belonging as a primary motivation for play.
Market Analysis
Player Demographics
Player Behavior
+3
InvestGame
Report
26 pages
Consumer Banking App Market and Advertising Trends 2025
Global consumer banking app downloads surpassed two billion by June 2025, with quarterly figures now exceeding half a billion.
Emerging markets are driving significant growth through apps like Nubank, Kotak Bank: 811, and BRImo, which facilitate branchless financial services.
Advertising strategies are highly localized, with YouTube capturing 63% of banking app impressions in Japan, while Facebook serves as the primary channel in South Korea and India.
Market Analysis
Advertising
Mobile
+2
Sensor Tower
Report
29 pages
Investing and Financial Management App Market and Advertising Trends 2025
Global downloads for investment and crypto trading apps rose 12% in 2025, reaching approximately five billion total downloads.
User demographics are heavily male-skewed, with crypto apps reaching over 90% male users and emerging markets like India and Vietnam reporting only 13–17% female participation.
Market preferences are geographically fragmented: U.S. and Japanese users favor established brokerages, while consumers in India and Southeast Asia prioritize local, mobile-centric platforms.
Market Analysis
Market Forecast
Advertising
+2
Sensor Tower
Report
24 pages
1H 2025 Amazon Retail Media: An Inside Look at How Brands Are Showing Up
Amazon Retail Media dominated the market in 1H 2025 with $618 million in ad spend, significantly outpacing Walmart ($236 million) and Chewy ($105 million).
Amazon’s advertiser base is nine times larger than Walmart’s, hosting 9,542 unique advertisers compared to Walmart’s 1,076.
Samsung, Unilever, and L’Oréal were the top spenders in 1H 2025, contributing $7.1 million, $5.7 million, and $5.3 million respectively.
Market Analysis
Marketing
Advertising
+2
Sensor Tower
Report
9 pages
The Future of Ad Monetization: Insights from Industry Leaders
Hybrid monetization models that combine rewarded ads with in-app purchases are essential for profitability, but misaligned user cohorts can result in revenue losses of up to 30%.
Ad monetization has evolved into a core gameplay component that requires real-time visibility into source performance and data-driven adaptivity to remain effective.
Ad moments should be designed as optional, rewarding side quests rather than punitive blockers to maintain player retention and engagement.
Monetization
In-Game Advertising
Advertising
+2
Gamesforum
Report
42 pages
Modern Responsibility Report 2009
MTG established a formal corporate responsibility framework in 2009 to integrate governance, ethical conduct, and social accountability across its broadcasting operations in 31 countries.
The company recorded a total climate impact of approximately 13,000 tons of CO2e in 2009, leading to the implementation of carbon footprint audits across 19 countries and investments in energy-efficient infrastructure.
Human capital development was prioritized through the MTG Academy, which provided training to 81 percent of the company's permanent staff.
Market Analysis
Advertising
Marketing
+1
Modern Times Group
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
23 pages
Gaming the Future: How to Make an Impact With Younger Generations
Gaming has become the primary entertainment medium for younger demographics, with 80% of under-18s actively gaming and Gen Z dedicating up to 22% of their free time to play.
In-game advertising significantly outperforms traditional metrics for younger audiences, driving an 86% boost in brand affinity among under-18s and increasing brand recall by 7 points and purchase intent by 9 points for those under 34.
Younger gamers are notably more receptive to in-game ads than older adults, with 75% of Gen Z players in the UK and US reporting that ads improve their gaming experience compared to only 34% of older adults.
Market Analysis
Player Demographics
Player Behavior
+4
Anzu
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
50 pages
3Q FY2021 Presentation Material: Japan
The company has revised its FY2021 earnings forecast upward for the second time due to performance exceeding expectations.
Growth in both the games and internet advertisement business segments outperformed initial projections for the third quarter of FY2021.
The reported quarterly results cover the period from April 2021 through June 2021.
Market Analysis
Advertising
Streaming
+2
CyberAgent
Report
40 pages
3Q FY2020 Presentation Material: Japan
Financial results for the third quarter of fiscal year 2020, covering the period from April to June 2020, aligned with initial forecasts.
The company successfully met its performance targets for the third quarter despite the operational challenges posed by the COVID-19 pandemic.
The Internet Advertisement Business segment maintained performance levels consistent with expectations throughout the April–June 2020 period.
Market Analysis
Game Publishing
Advertising
+3
CyberAgent
Report
44 pages
1Q FY2021 Presentation Material
The internet advertisement and media business achieved record-high sales during the first quarter of fiscal year 2021.
The reported financial results cover the period from October 2020 through December 2020.
Performance in the ads and media sector served as a primary driver for the company's quarterly results.
Market Analysis
Advertising
Game Publishing
+2
CyberAgent
Report
52 pages
2Q FY2021 Presentation Material
The company reported positive performance across both its game and internet advertisement business segments during the second quarter of fiscal year 2021.
The quarterly results period covered in the report spans from January 2021 through March 2021.
The report explicitly identifies the internet advertisement business as a key operational focus for the 2021 fiscal year.
Market Analysis
Advertising
Streaming
+2
CyberAgent
Report
43 pages
1Q FY2022 Presentation Material
The company reported a strong start for both sales and operating profit in the first quarter of fiscal year 2022.
The financial results cover the period from October to December 2021.
The report outlines the performance and strategic outlook for the company's Internet Advertisement Business.
Market Analysis
Investment
Advertising
+2
CyberAgent
Report
43 pages
3Q FY2022 Presentation Material: Japan
Game sales for the period of April to June 2022 declined compared to the peak performance of titles released in the previous year.
The company's financial results for 3Q FY2022 are subject to potential material differences from initial forecasts due to various underlying assumptions.
The report outlines performance metrics across three primary segments: quarterly results, the internet advertisement business, and medium to long-term strategy for FY2022.
Market Analysis
Advertising
Game Publishing
+2
CyberAgent
Report
40 pages
2Q FY2023 Presentation Material: Japan
The company achieved a new record high for quarterly sales during the second quarter of fiscal year 2023.
The financial reporting period for the second quarter of fiscal year 2023 covers the months of January through March 2023.
The report outlines performance and strategic outlooks across three primary areas: financial summaries, the internet advertisement business, and medium to long-term corporate strategy.
Market Analysis
Monetization
Advertising
+2
CyberAgent
Report
54 pages
FY2023 Presentation Material
The company's fiscal year covers the period from October 2022 through September 2023.
Management has established a forward-looking forecast for the fiscal year spanning October 2023 to September 2024.
The report outlines performance and strategic outlooks for the company's Internet Advertisement Business.
Market Analysis
Market Forecast
Advertising
+1
CyberAgent
Report
45 pages
3Q FY2023 Presentation Material: Japan
The company reported financial results for the third quarter of fiscal year 2023, covering the period from April to June 2023.
The Media and Ads segment achieved a year-over-year increase in sales during the third quarter of fiscal year 2023.
The report outlines a medium to long-term strategy for the remainder of fiscal year 2023.
Market Analysis
Investment
Advertising
+2
CyberAgent
Report
34 pages
1Q FY2024 Presentation Material
CyberAgent returned to profitability in 1Q FY2024 with ¥6.28 billion in operating profit, a significant recovery from the prior year's loss, on consolidated sales of ¥193 billion.
The company projects full-year FY2024 performance to reach ¥750 billion in sales and ¥30 billion in operating profit.
The game development segment saw sales rise 10.1% YoY to ¥45.0 billion, with operating losses narrowing by 32.9% YoY to ¥3.4 billion, largely driven by the success of the new title 'Jujutsu Kaisen Phantom Parade.'
Market Analysis
Advertising
Mobile
+2
CyberAgent
Previous
1
2
3
4
5
6
Next