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In-Game Advertising
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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
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
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
54 pages
FY2020 Presentation Material: October 2019 to September 2020
The fiscal year 2020 reporting period covers the twelve-month duration from October 2019 through September 2020.
The document outlines performance results for the fiscal year 2020 and provides a forward-looking forecast for the fiscal year 2021, spanning October 2020 to September 2021.
The report includes a specific focus on the performance and strategic outlook of the company's internet advertisement business segment.
Market Analysis
In-Game Advertising
Mobile
+1
CyberAgent
Report
37 pages
FY2024 Presentation Material: January to March 2024
CyberAgent achieved consolidated Q2 FY2024 sales of ¥215.1 billion (up 10.0% YoY) and an operating profit of ¥21.0 billion, marking the first time profit has exceeded ¥20 billion in eight quarters.
The Game segment grew 8.1% YoY to ¥67.1 billion in sales, bolstered by the launch of 'Granblue Fantasy: Relink'—which reached one million units sold in eleven days—and various anniversary events.
The Media segment (ABEMA) reached a record ¥42.0 billion in sales, a 25.8% YoY increase, and achieved profitability for the first time since Q2 2023 with an operating profit of ¥0.7 billion.
Market Analysis
In-Game Advertising
Streaming
+2
CyberAgent
Report
9 pages
Q2 2025 Gaming Ad Snapshot
Google Ads and Facebook Ads remain the dominant platforms for mobile gaming promotion in Q2 2025.
The active mobile gaming audience is composed of 61% males, 38.5% females, and 0.8% unclassified users.
High-performing mobile gaming ad assets demonstrate rapid scaling, with impressions growing from an average of 13 million to 47 million over their lifecycle.
In-Game Advertising
User Acquisition
Mobile
+1
MarketIQ
Jun 2025
Report
56 pages
Mobile Gaming 2022-2024
Mobile gaming revenue growth is decoupling from user acquisition, with Google Play revenue rising 10% and iOS revenue growing 12% in 2023–2024 despite stagnant or slowing download volumes.
Market power remains highly concentrated, as the top ten publishers continue to capture the vast majority of earnings despite the overall acceleration in consumer spending.
The mobile ecosystem is shifting toward a maturity model where revenue increases are driven by monetization depth and brand loyalty rather than the expansion of the total user base.
Market Analysis
In-Game Advertising
Mobile
+1
Mariusz Gasiewski (Google)
Jan 2025
Report
17 pages
Rewarded Returns
82% of developers using reward-based user acquisition report that these campaigns outperform traditional channels, with 79% noting stronger long-term retention from rewarded users.
77% of mid-sized mobile game developers in the US and UK have integrated reward-based campaigns into their strategies, with 59% planning to increase these budgets in 2025.
Fraud concerns for rewarded user acquisition have stabilized, with 47% of developers citing risks compared to 46% for traditional UA channels.
User Acquisition
Monetization
In-Game Advertising
+1
Almedia
Jan 2025
Report
19 pages
Mobile Gamer 2021: Gen Z Edition
Mobile is the dominant gaming platform for Gen Z, with 86% of 18-24-year-olds playing on mobile devices compared to only 42% on consoles and 38% on PCs.
Gen Z shows a strong preference for rewarded advertising, with 61% of respondents reporting that they enjoy offerwalls within mobile games.
Traditional advertising formats like banner ads, non-skippable videos, and celebrity endorsements are largely ineffective with this demographic.
Market Analysis
Player Demographics
In-Game Advertising
Tapjoy
Jan 2025
Report
36 pages
Intelligence Top Mobile Games Challenges: A User Acquisition, Ad & Product Monetization Report
Market saturation and rising costs per installment are the primary obstacles for 41% of user acquisition managers, driven by intense competition from non-gaming entities.
Product managers are prioritizing LiveOps as their most significant challenge, with nearly 30% ranking it above traditional concerns like game economy balancing or prototyping.
The industry is shifting away from high-volume acquisition toward sustainable growth models that prioritize long-term user retention and lifetime value maximization.
Monetization
User Acquisition
In-Game Advertising
+2
AppLovin
Jan 2025
Report
22 pages
Creative Analytics
Video-centric content now dominates the mobile advertising landscape, accounting for 80% of all creatives in Q3 2023, up from 69% in the previous quarter.
Total mobile advertisers declined 7% year-over-year to 54,900, though the gaming, entertainment, and lifestyle verticals bucked this trend with continued growth.
Android remains the primary platform for ad distribution, hosting 68% of the 15.2 million total creatives compared to 32% on iOS.
Marketing
Advertising
In-Game Advertising
+2
Apptica
Jan 2025
Report
37 pages
The Intrinsic In-Game Advertising Key Trends Report H1 2025
Intrinsic in-game advertising (IIGA) delivers 2,957 attentive seconds per thousand impressions, nearly triple the performance of Facebook Infeed.
Adopting IIGA drives a 20-point lift in ad recall and a 21% lower cost per acquisition (CPA) compared to standard digital benchmarks.
Mobile platforms provide 25 times the scale of impressions and greater audience diversity, while PC and console platforms offer superior immersion through longer session lengths.
In-Game Advertising
Market Analysis
Monetization
+1
Anzu
Jan 2025
Report
37 pages
Trends Report 2025
In-game advertising delivers high efficiency, with conversion costs averaging 21% below established goals and brand recall increasing by 20 points.
North American advertising costs drop by over 25% in the first quarter, providing a cost-effective window for brands to reach highly active players.
Mobile gaming offers twenty-five times the impression scale of PC and console platforms, while PC and console environments provide deeper immersion with average session lengths of 107 minutes.
In-Game Advertising
Monetization
Market Analysis
+1
Anzu
Jan 2025
Report
56 pages
Gaming: Your Marketing Cheatcode
Gaming commands 3.4 billion players globally, yet receives less than 5% of total media investment, indicating a significant misalignment between consumer attention and advertising spend.
Custom in-game experiences can generate up to 100x higher attention levels compared to traditional social media platforms.
Immersive brand strategies are highly effective, with 55% of players expressing interest in acquiring branded virtual items.
Marketing
Player Behavior
In-Game Advertising
+1
dentsu gaming
Jan 2025
Report
66 pages
Insights into Global Mobile Game Marketing Trends for H1 2025
AI-driven creative production has become the industry standard, with generative tools and AI-enhanced playable ads compressing development cycles to under one week.
Europe leads in market participation with over 43,000 monthly advertisers, while North America maintains the highest creative density at approximately 119 assets per advertiser.
Casino games have emerged as the second-largest spending category, recording a 14.5% year-over-year increase in market share.
Market Analysis
Advertising
In-Game Advertising
+2
SocialPeta
Dec 2024
Report
74 pages
2024 Global Mobile Games Marketing Trends & Insights
The top 50 publishers now control 70% of total global mobile gaming revenue, driving a market-wide shift toward hybrid-casual models that combine ad-based revenue with in-app purchases.
Advertising activity surged by 60% year-over-year in 2024, with 250,000 advertisers deploying 46.2 million creative assets despite a decline in new market entrants.
Short-form video has become the dominant engagement driver, accounting for up to 81% of impressions in the Puzzle and Simulation genres.
Market Analysis
Advertising
In-Game Advertising
+2
SocialPeta
Dec 2024
Report
35 pages
Gaming Spotlight H1 2024
Mobile gaming remains the dominant market segment with projected 2024 revenues of $83 billion, representing a 6 percent year-over-year increase.
Home-console and handheld gaming segments are experiencing a decline, with projected revenues of $42 billion (down 1 percent) and $2.5 billion (down 2 percent) respectively.
Growth in the mobile sector is primarily driven by rapid user acquisition and spending expansion in emerging markets, specifically India and Indonesia.
Market Analysis
Monetization
In-Game Advertising
+2
Sensor Tower
Jun 2024
Report
26 pages
US Gaming Audience in 2023
62% of U.S. adults aged 18 to 65 are active gamers, with 77% of players utilizing multiple platforms and 40% playing across PC, console, and mobile combined.
45% of all gamers spent over $40 on their most recent purchase, indicating a strong willingness to invest in premium content among PC and console users.
Approximately two-thirds of gamers view advertisements as having a positive or neutral impact on their gaming experience, with 34% stating that product placements can enhance realism.
Player Demographics
In-Game Advertising
Market Analysis
Comscore
Mar 2024
Report
26 pages
Level Up – Harnessing the Power of Gaming Audiences
Gaming is a mainstream U.S. medium, with 62% of adults aged 18–65 playing games multiple times per week.
Cross-platform engagement is high, as 77% of gamers use more than one device and 40% play across PC, console, and mobile platforms.
Two-thirds of gamers view in-game advertisements as having a neutral or positive impact on their experience, with 34% noting that product placement enhances realism.
In-Game Advertising
Marketing
Player Demographics
+1
Comscore
Mar 2024
Report
33 pages
Marketing Insights into Global Casual & Puzzle Games for Q1 2024
The global mobile gaming advertiser base grew 29% year-over-year in Q1 2024 to 51,300 participants, while the volume of unique creatives per advertiser dropped by 18% as firms shifted toward quality over quantity.
Casual and puzzle games dominate the market, accounting for 50% of all active advertisers, with casual games alone responsible for nearly 40% of total ad creatives.
Success in saturated markets like the US and Europe requires high-quality short-form video content and rapid creative iteration to mitigate player fatigue.
Marketing
In-Game Advertising
Global
+2
SocialPeta
Mar 2024
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