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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
28 pages
Mobile Gaming by Genre: Hypercasual
Hypercasual revenue for the top 100 titles is projected to reach $690 million in 2025, a significant increase from $403 million in 2024.
H1 2025 performance for the top 100 hypercasual titles hit record highs of 5.48 billion downloads and $345 million in IAP revenue, doubling the figures from the same period in 2024.
Leading publishers like AZUR GAMES, Supersonic Studios, and Voodoo are shifting toward hybrid-casual models that blend traditional advertising with deeper IAP monetization to extend player engagement.
Market Analysis
Market Forecast
Monetization
+5
Gamesforum
Report
26 pages
Mobile Gaming: Casual
Casual mobile gaming is shifting toward higher revenue per user, with IAP revenue projected to grow from $16.8 billion to $22.9 billion by the end of 2025 despite a fluctuating download volume.
Market leaders demonstrate divergent monetization strategies: Royal Match ($540M) and Monopoly Go! ($431M) rely exclusively on IAPs, while Candy Crush Saga ($421M) successfully integrates advertising.
Playrix’s portfolio approach, utilizing a suite of titles like Township and Gardenscapes, generated a combined $554 million, proving the effectiveness of hybrid monetization and established franchise management.
Market Analysis
Monetization
Marketing
+3
Gamesforum
Report
23 pages
Mobile Gaming by Genre: Midcore
Midcore mobile gaming is experiencing a post-pandemic rebound, with Q1 2025 revenue and download figures exceeding 2024 levels.
Strategic rewarded video integration can significantly boost performance, as evidenced by Bytro Labs increasing ARPDAU by 32.9% and Day-3 iOS retention by 6.1%.
Midcore titles achieve higher eCPMs than casual games, with Bytro Labs reaching eCPMs of 23 on iOS and 25 on Android through optimized ad placement.
Market Analysis
Monetization
User Acquisition
+5
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
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
29 pages
State of Mobile 2025: Why Community Wins on Mobile
Reddit-acquired users demonstrate significantly higher lifetime value, with 41% higher Day-1 spend than other social platforms and 159% higher than digital media.
Reddit users exhibit superior long-term retention and engagement, spending 55% more time in-app on Day 1 and 103% more by Day 30 compared to other channels.
Global mobile in-app purchase revenue reached $150 billion in 2024, representing a 13% year-over-year increase, while total usage hit 4.2 trillion hours.
Market Analysis
Mobile
Marketing
+2
Reddit
Report
52 pages
Modern Responsibility Report 2011
MTG achieved 14 out of 15 short-term sustainability goals in 2011 while maintaining its position in the FTSE4Good Index and aligning with Global Reporting Initiative standards.
The company exceeded its carbon reduction target by achieving a 6% decrease in emissions per employee through improved energy efficiency and facility management.
MTG donated 146 million SEK in airtime and raised 37 million SEK for various health and welfare initiatives during the 2011 fiscal year.
Diversity & Inclusion
Marketing
Global
+1
Modern Times Group
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
Report
7 pages
The Essential UA Financing Guide: 2026
Global mobile user acquisition (UA) spend reached $78 billion in 2025, representing a 13% year-on-year increase.
Studios can access non-dilutive financing to cover up to 80% of monthly UA spend per cohort, avoiding equity dilution while scaling growth.
Repayment is tied directly to cohort performance, with the schedule beginning only once the return on ad spend (ROAS) reaches the 100% breakeven point.
Investment
Funding
User Acquisition
+3
InvestGame
Apr 2026
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
2 pages
Bushiroad Announces Bushiroad EXPO 2026
Bushiroad Inc. is expanding its global event series, Bushiroad EXPO 2026, to 20 regions worldwide.
The inaugural 2026 events will be held in Taipei, Bangkok, and Chicago.
The expo series will feature a diverse portfolio including trading card games, console titles, music, stage performances, anime content, and merchandise.
Marketing
Global
Asia
+2
Bushiroad
Report
3 pages
Summary of Questions and Answers: FY2017 2Q GREE Results Briefing
GREE expects Q3 operating income to decline due to increased fixed costs associated with a pipeline of seven new game releases scheduled for the second half of the fiscal year.
The company is shifting operations for select titles to Vietnam and improving marketing efficiency to stabilize coin-consumption revenue within its game segment.
New business ventures in virtual reality and video advertising are targeted to reach profitability by FY2019.
Market Analysis
Game Development
Monetization
+3
GREE
Report
3 pages
Summary of Main Questions and Answers at the FY2018 First Quarter GREE Results Briefing
GREE’s Q1 FY2018 revenue growth was driven by increased commission fees from partner titles that leverage strong intellectual property.
Key titles driving robust coin consumption in Q1 included 'Another Eden: The Cat Who Goes Beyond Time', 'SINoALICE', 'Senki Zesshou SYMPHOGEAR XD Unlimited', and 'Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freeze'.
The company expects a temporary decline in native game sales as it transitions to larger support teams, enhanced content, and more aggressive promotional activities to drive future growth.
Market Analysis
Monetization
Marketing
+3
GREE
Report
2 pages
Summary of main supplementary explanations questions and answers at the FY2020 First Quarter GREE results briefing held on October 30, 2019
GREE projects an operating income of approximately ¥0.5 billion for the second quarter of FY2020.
First-quarter sales declined due to the conclusion of major title anniversary events and the strategic transfer of titles to improve overall profitability.
Management expects browser game revenue to continue its decline while increasing advertising spend on high-potential mobile titles.
Market Analysis
Monetization
Marketing
+3
GREE
Report
1 pages
Supplementary Explanation: FY 2020 Third Quarter GREE Results
GREE reported a quarter-over-quarter sales decline in Q3 FY 2020, driven by a strategic shutdown of underperforming game titles and weak performance in the Advertising and Media segment.
Operating income increased during Q3 despite lower sales, primarily due to the strong performance of high-margin first-party IP titles and reduced promotional spending.
The COVID-19 pandemic negatively impacted the Advertising and Media business and caused indirect disruptions to the Game Business, including the postponement of anime broadcasts.
Market Analysis
Monetization
Marketing
+2
GREE
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: GREE FY2022 Second Quarter Results
GREE is launching the new title 'Heaven Burns Red' on February 10, 2022, supported by strong pre-registration figures.
The company projects third-quarter operating income for its Internet and Entertainment segment to be between ¥1.5 billion and just under ¥2.0 billion, driven by new title contributions.
GREE has initiated a substantial share repurchase program to maintain an ROE above 10% and ensure compliance with Tokyo Stock Exchange Prime section listing requirements.
Market Analysis
Game Development
Marketing
+3
GREE
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