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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
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
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
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
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
35 pages
The Gaming App Insights Report
Overall app installs saw a YoY growth of 29.1%, with sessions increasing by 61% and average revenue per user (ARPU) growing by 5.3% YoY.
MENA and LATAM regions showed the strongest growth in both installs and sessions, with MENA installs growing by 7% and LATAM installs by 7%.
The top-performing game genres by YoY growth were Hypercasual, Puzzle, and Action games, while Strategy and RPG games showed lower growth.
Market Analysis
User Acquisition
Retention
+2
Adjust
Apr 2026
Report
2 pages
Summary of Main Supplementary Explanations Questions and Answers: FY2025 Second Quarter GREE Results Briefing
GREE targets monthly profitability for its VTuber segment in FY2026, with annual sales projected to reach approximately ¥3.0 billion.
Pre-registration for the upcoming title 'Puella Magi Madoka Magica Magia Exedra' exceeded 500,000 by January 31, signaling strong market interest.
Flagship games 'Heaven Burns Red' and 'That Time I Got Reincarnated as a Slime: ISEKAI Memories' have stabilized, showing a deceleration in decline rates after three years of operation.
Market Analysis
Game Publishing
User Acquisition
+2
GREE
Report
10 pages
Q4 2025 Investor Presentation
The company achieved Q4 2025 net sales of SEK 3,123 million, marking 8% organic growth and a 108% year-over-year increase in constant currency.
Adjusted EBITDA for Q4 2025 reached SEK 717 million with a 23% margin, supported by an unlevered free cash flow of SEK 878 million.
User acquisition spending surged to 38% of revenue in Q4, representing a 98% year-over-year increase driven by the integration of Plarium and scaling of casual and racing franchises.
Market Analysis
Monetization
User Acquisition
+5
Modern Times Group
Report
26 pages
Q4 2025 Financial Report
MTG AB achieved all-time high revenues and adjusted EBITDA in Q4 2025, with 8% organic growth for the quarter and 9% for the full year 2025. Total revenues were up 108% in Q4 and 107% for the full year in constant currencies, while adjusted EBITDA increased by 58% in Q4 and 59% for the full year.
Net sales for Q4 2025 reached SEK 3,123 million, an 84% increase year-over-year. Full-year net sales for 2025 were SEK 11,579 million, up 92% from 2024.
The strong performance was driven by scaling user acquisition (UA) at attractive return levels, particularly in Word Games and Racing franchises, and RAID: Shadow Legends. Total UA spend in original studios increased by 25% year-over-year in Q4 in constant currencies.
Market Analysis
Monetization
User Acquisition
+1
Modern Times Group
Report
17 pages
Adjust Guide to Deep Linking
Mobile app users purchase at three times the rate of those using mobile web interfaces, making deep linking a primary driver of conversion.
Integrating deep links into owned media channels is critical for revenue, particularly as 70% of all emails are currently opened on mobile devices.
Deferred deep links are essential for acquisition, as they route new users through the app store installation process before landing them on the specific content they originally clicked.
Marketing
User Acquisition
Mobile
+1
Adjust
Report
82 pages
Vietnam Gaming Outlook 2026: Building Sustainable Growth
Vietnam’s mobile gaming sector is shifting from an ad-driven model to hybrid-casual titles prioritizing in-app purchases (IAP) and subscriptions, following a 65% surge in local IAP growth in 2025.
While Vietnam led global Google Play downloads with 6.1 billion installs in 2024, the market generated only $430 million, highlighting the profitability ceiling of pure advertising models.
Localized pricing strategies, including purchasing power parity tiers and one-tap tokenized payments, can increase conversion rates by over 20% and reduce checkout abandonment by up to 30%.
Market Analysis
Market Forecast
Monetization
+3
InvestGame
Feb 2026
Report
128 pages
Key Insights and Data: 2023–2025
Global gaming revenue is projected to reach $197 billion in 2025, representing a 7.5% year-over-year increase driven primarily by mobile and PC segments.
Mobile gaming remains the dominant force in the industry, accounting for over 50% of global revenue and more than 80% of the total player base.
The mobile market is increasingly a winner-take-all environment, with the top 10 to 50 titles on Google Play and the Apple App Store capturing a growing share of total revenue.
Market Analysis
Mobile
Monetization
+3
InvestGame
Jan 2026
Report
38 pages
The AI Disruption Index: How AI Is Reshaping Consumer Discovery
One-third of U.S. adults now use personal AI agents for product discovery, while nearly 50% utilize AI for purchase research.
AI-driven 'zero-click' discovery is actively eroding traditional paid search and organic search channels, threatening sectors like retail, education, and health & fitness.
Sectors with strong regulatory or content moats, specifically financial services, media rights holders, and auto OEMs, currently maintain a defensive advantage against AI disintermediation.
Market Analysis
Marketing
AI
+2
InvestGame
Jan 2026
Report
32 pages
Festive Season 2025: App Marketing Trends and Strategies for India
India's festive season (August–December) accounts for over 30% of annual digital ad spend, driving a 36% increase in installs and a 69% surge in re-engagements during the peak window.
Mobile gaming remains a primary growth driver, recording 3.2 billion downloads and $151 million in-app purchase revenue in 2024.
Ad spend efficiency improved during the festive period, with a 53% increase in mobile ad investment accompanied by a 12% reduction in cost-per-install (CPI).
Market Analysis
User Acquisition
Marketing
+3
InvestGame
Jan 2026
Report
36 pages
Winning with Creative: Building, Testing, and Scaling High-Performance Ads
High-performance ads achieve a 350% lift in ad spend when winning templates are paired with top-performing assets.
TikTok-first video structures—comprising a hook, body, and close—can increase purchase intent by up to 77% when using 30-second, sound-on formats.
AI-driven content creation tools, such as TikTok Symphony, provide a 57% efficiency gain in the production process.
Marketing
Advertising
Creative Ads
+3
Moloco
Jan 2026
Report
41 pages
Mobile App Trends: 2026 Edition
The mobile app economy reached $167 billion in consumer spending in 2025, supported by a 10% year-over-year increase in global installs and a 7% rise in sessions.
Gaming installs remained flat while costs per install surged 30% to $0.56, though casual games bucked the trend with a 19% increase in installs and a 37% rise in sessions.
The industry is shifting from mobile-first to multi-platform strategies to address fragmented consumer journeys, supported by AI-driven predictive segmentation and cross-device measurement.
Market Analysis
User Acquisition
AI
+2
Adjust
Jan 2026
Report
34 pages
Cross-Platform Gaming: Bridging Mobile and PC/Console 2025
Mobile platforms function as the primary discovery engine for the gaming industry, generating over 52 billion annual downloads and $82 billion in in-app purchase revenue.
Publishers maximize franchise growth by using mobile to feed into high-fidelity PC and console ecosystems, which anchor brand loyalty and drive high-value engagement.
Cross-platform progression and unified ecosystems are most effective for RPG and Shooter titles, significantly increasing player lifetime value and retention.
Market Analysis
Cross-Platform
Global
+1
Sensor Tower
Dec 2025
Report
37 pages
Southeast Asia: Mobile Game Market Insights 2025
Southeast Asia is the world’s second-largest mobile gaming market by volume, recording 1.93 billion installs in early 2025, while ranking seventh globally in revenue at $625 million.
Indonesia is the region's primary volume driver with 870 million installs, whereas Thailand leads in monetization, generating $162 million in consumer spending.
Publishers based in Singapore and Vietnam have become a dominant global force, contributing over 5.8 billion installs to the international market through hypercasual and competitive titles.
Market Analysis
Mobile
Southeast Asia
+3
Sensor Tower
Jun 2025
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