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Report
49 pages
Essential Facts about Video Games in Italy: 2025
The Italian video game market generated €2.4 billion in 2025, with game sales accounting for 77 percent (€1.8 billion) of total revenue.
App-based gaming dominates the market, representing over half of total revenue with a freemium model where only one percent of earnings come from upfront purchases.
Smart devices are the primary revenue driver at €929 million, while console gaming accounts for €643 million, supported by an average of eight hours of gameplay per week across the population.
Market Analysis
Player Demographics
Player Behavior
+4
IIDEA – Italian Interactive Digital Entertainment Association
Report
7 pages
Public Mobile Gaming Publishers: Resilience & Adaptation in a Shifting Landscape
Aggregate market capitalization for major mobile gaming publishers has plummeted by more than 50% since January 2022, with most stocks remaining below pre-IDFA valuation peaks.
User acquisition costs have surged to as high as $40 million per firm, while diminishing returns on these campaigns have compressed EBITDA margins and forced a shift toward cost control.
MTG outperformed the broader market with a 50%+ share price increase and 9% organic growth in Q4 2024, driven by disciplined M&A and operational efficiency.
Market Analysis
Game Publishing
Monetization
+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
11 pages
Enabling Growth: Cohort User Acquisition Financing
Mobile gaming is projected to grow at a 5.0% CAGR from 2020 to 2025, supported by a 16.2% increase in in-app advertising and AI-driven ad tech.
Cohort-based UA financing allows studios to fund up to 80% of monthly acquisition costs by leveraging future revenues, providing an alternative to scarce venture capital.
Studios utilizing cohort-based financing have demonstrated the ability to increase monthly marketing spend by 16–38% while maintaining founder control over equity and IP.
Market Analysis
Monetization
User Acquisition
+4
HPvX Partners
Report
31 pages
The 2025 Benchmark Report: Roblox Platform Trends
Games with median session lengths under six minutes suffer from negligible Day-1 retention of approximately 6% and ARPPU below $1, while top-tier titles achieve ARPPU exceeding $6 with average transaction values of $3–$4.
The top 5% of Roblox games generate over $20 per day from a single player, demonstrating that sustained engagement is the primary driver of high-value monetization.
Platform discovery algorithms prioritize games with consistent 7-day spend and high engagement, causing low-engagement titles to fall below 5% Day-1 and 2% Day-7 retention.
Market Analysis
Player Behavior
Monetization
+3
InvestGame
Report
9 pages
Beyond the Game: How Gamification is Becoming Mainstream
Gamified non-gaming apps have surpassed mobile games in net revenue, generating $21.2 billion in Q2 2025 compared to $19.8 billion for games.
Gamified apps are driving a 24% year-over-year growth in mobile consumer spending, while traditional mobile gaming revenue has stagnated.
EdTech, Fitness & Wellness, and Entertainment & Social account for $20.7 billion in transaction value, with EdTech dominating deal volume (43%) and exit activity (45%).
Market Analysis
Monetization
Mergers & Acquisitions
+2
InvestGame
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
20 pages
A Shortcut to Your Own Game Insights Platform
GameAnalytics provides a turnkey data pipeline that eliminates the need for custom ETL development, proprietary SDKs, and ongoing infrastructure maintenance.
The platform offers two primary data delivery methods: Player Warehouse for daily refreshed, SQL-ready event tables and Raw Export for real-time JSON streaming.
A publisher utilizing Raw Export achieved a 50% increase in lifetime value (LTV) across 19 titles, while a VR MMO leveraged Player Warehouse to improve player engagement.
Game Development
Monetization
Mobile
+1
InvestGame
Report
5 pages
East vs. West: Monetization Trends
Eastern mobile gamers demonstrate a significantly higher propensity for large transactions, with 76% of purchases exceeding $10 compared to only 42% in Western markets.
Western mobile gamers are more likely to make small-scale purchases, with 8% of spenders in the West opting for transactions under $5, contrasted with 30% in the East.
Monetization strategies in the West should prioritize value-based bundles, as these resonate more effectively with the purchasing preferences of Western players.
Market Analysis
Player Behavior
Monetization
+5
Mistplay
Report
69 pages
State of Gaming 2026
PC and console platforms are seeing record revenue growth, highlighted by a 32% increase in Steam’s premium segment and the strong market performance of Battlefield 6.
Mobile gaming growth is slowing despite reaching 50 billion downloads in 2025, with hybrid-casual titles now serving as the primary drivers of incremental revenue.
Shooter games on PC and console have reached a download plateau, indicating that new releases are cannibalizing existing player bases rather than expanding the total market.
Market Analysis
Monetization
Mobile
+1
Sensor Tower
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
33 pages
2026 Global Non‑Gaming App Trends Report
AI-focused applications experienced massive 2025 growth, led by Perplexity (+3,613%), ChatGPT (+1,340%), and Character AI (+918%).
Short Drama apps like RapidTV (+498%) and Kuku TV (+45k%) are driving explosive revenue, with North American rewarded video eCPMs for this category reaching up to 11.8x.
Android leads in global download volume, particularly in Utilities (79%) and Life Services (58%), while iOS captures the majority of revenue in Finance & Business (56%) and Life Services (57%).
Market Analysis
Monetization
User Acquisition
Mintegral
Apr 2026
Report
97 pages
State of Mobile 2026
Non-game apps surpassed games in in-app purchase (IAP) revenue for the first time in 2025, contributing to a total global IAP market of $85.6 billion, a 21% year-over-year increase.
Generative AI and short-form drama are the fastest-growing subgenres, with AI assistants like ChatGPT generating $3.4 billion in 2025 and short-drama apps capturing over 10% of global video-entertainment time.
Roblox solidified its dominance in the gaming web arena, accounting for 74% of all game-publisher site visits in 2025.
Market Analysis
Monetization
AI
Sensor Tower
Apr 2026
Report
80 pages
PC & Console Gaming Report 2026
PC player base is projected to exceed one billion by 2028, with a CAGR of 2.9% from 2025-2028, while console player growth moderates with a 2.2% CAGR in the same period.
Almost two-thirds of console revenues (PlayStation and Xbox) go to the top 20 games, whereas on PC, over half of revenue comes from games ranked 21+.
PC is the only platform effectively monetizing Free-to-Play (F2P) games, with revenue holding stable despite falling playtime in the west; on console, F2P revenue is dropping faster than engagement.
Market Analysis
Monetization
Player Behavior
+3
Newzoo
Apr 2026
Report
19 pages
Ubisoft First-Half 2025-26 Earnings Figures
Ubisoft's H1 2025-26 net bookings reached €772.4 million, a 20.3% year-over-year increase, with Q2 net bookings exceeding expectations at €490.8 million (versus guidance of €450 million) due to strong partnerships and back-catalog performance.
The transaction with Tencent, involving a €1.16 billion investment, is on track to close soon, with all conditions precedent satisfied, which will deleverage Ubisoft by enabling early repayment of approximately €286 million in loans.
Ubisoft confirmed its FY2025-26 targets, expecting stable net bookings year-on-year, approximately break-even non-IFRS operating income, and negative free cash flow, but anticipates returning to positive non-IFRS operating income and free cash flow in FY27.
Market Analysis
Monetization
Mergers & Acquisitions
+2
Ubisoft
Report
9 pages
Ubisoft Reports Third-Quarter 2025-26 Sales
Ubisoft reported nine-month net bookings of €1.11 billion, an 18% year-on-year increase, with third-quarter results of €338 million exceeding guidance by 12%.
Back-catalog sales grew 36% to €1.04 billion, driven by sustained demand for legacy titles and new releases like the Avatar: Frontiers of Pandora expansion and Assassin’s Creed Shadows.
The company maintains a consolidated cash position between €1.25 billion and €1.35 billion while undergoing a restructuring that includes 200 headcount reductions at its French headquarters.
Market Analysis
Game Publishing
Monetization
+1
Ubisoft
Report
30 pages
1Q FY2023 Presentation Material
CyberAgent achieved an 8.3% year-over-year revenue increase and an operating profit of ¥6.4 billion in 1Q FY2023.
Operating profit margins improved to 6.7% from 5.9% the previous year, supported by a gross margin increase from 55% to 57%.
Overseas subscriber acquisition grew by 12%, with the United States and Southeast Asia identified as the primary growth markets.
Market Analysis
Monetization
Japan
+1
CyberAgent
Report
40 pages
2Q FY2023 Presentation Material: Japan
FY2023 Q2 sales reached a new record high of 195.6 billion yen, a 2.4% increase year-over-year, despite a 27.0% decrease in operating profit to 18.7 billion yen.
The media business, particularly ABEMA, significantly reduced its loss, with sales up 22.4% year-over-year to 33.4 billion yen and operating profit improving by 1.3 billion yen year-over-year to -0.5 billion yen.
The game business showed strong performance driven by anniversaries of major games like "Uma Musume Pretty Derby" and "Granblue Fantasy," with sales of 62.1 billion yen (down 10.0% YoY but up 51.9% QoQ) and operating profit of 15.2 billion yen (down 29.0% YoY but up 191.7% QoQ).
Market Analysis
Monetization
Advertising
+2
CyberAgent
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