Newzoo
players prioritize relaxation. Platform preferences differ markedly; Gen Z spends 77% of gaming spend on mobile, whereas Baby Boomers allocate 73% to PC. Younger gamers also engage more
Newzoo
generate $159.3 billion in 2020, representing a 9.3% year-on-year increase. Mobile gaming remained the largest segment, accounting for $77.2 billion (48% of the market), driven
GREE
undertaken as circumstances allow. The briefing covered domestic and international markets, focusing on mobile gaming and online communication services over the 2021 fiscal year
Niko Partners
depth of this shift: 97.2% of respondents reported spending more time on mobile games, while 94.6% increased their time on PC titles. Spending also rose, with
ERA
overwhelmingly digital, with 98.6% of consumer spend occurring through online channels, particularly via mobile gaming and digital subscriptions. Music emerged as the fastest-growing sector, reaching a record
GameIntel
snapshot presents a quantitative overview of the hyper‑casual mobile game sector for 2020, drawing on data from over 140 000 titles and more than 2 billion monthly
Liftoff
Mobile Ad Creative Index analyzes performance trends and benchmarks across four major mobile app verticals: gaming, e-commerce, entertainment, and finance. The report focuses on the strategic importance
Adjust
mobile gaming sector remains the most popular category, expected to reach $126.1 billion in 2025. Although gaming faces retention challenges in North America and Europe, strategy games have
Gaming in Turkey
Web3 technologies, including blockchain, NFTs, and Play-to-Earn (P2E) frameworks. While mobile gaming remains the dominant force, there is a burgeoning esports ecosystem supported by approximately
data.ai
hours in 2019 to 4.8 hours by the third quarter of 2021. Mobile gaming represents a significant pillar of this growth, with India becoming the largest market
GameRefinery
This analysis examines the evolving landscape of the casual mobile gaming market as of March 2022, focusing primarily on the United States iOS market. The central thesis posits
Aldora
period spanning 2023 through 2025. Software publishing remains the primary market driver, with mobile gaming leading as the largest category, forecasted to reach $115.7 billion in 2025. While
InvestGame, GDev
markets with a concentration in North America and Europe, covering all major gaming segments—mobile, PC, console, and emerging platform technologies. The methodology aggregates publicly disclosed
Sensor Tower
whole saw installations peak at 176 percent above pre-pandemic levels. The mobile gaming sector served as a primary beneficiary of stay-at-home orders, with Google Play
Newzoo
This analysis explores the trajectory of the global games, esports, and mobile markets for 2021, forecasting a year of sustained engagement despite the easing of pandemic-related lockdowns
InvestGame
digital advertising spend, making it a pivotal period for app marketers. In 2024, mobile games alone attracted over 3.2 billion downloads and generated $151 million in‑app purchase
Sensor Tower
million and the subgenre generating nearly $1.3 billion in revenue. The mobile gaming sector demonstrated a robust recovery in 2024, reaching $80.9 billion in internal purchase revenue. Although
SocialPeta
solidified their global dominance during this period, accounting for 70% of top-charting mobile game media buying and over 25% of the total global market share. These developers
Newzoo
this growth, leading to a $16 billion upward adjustment in 2020 revenue forecasts. Mobile gaming has emerged as the dominant segment, accounting for 49% of global consumer revenues
InvestGame
Mobile gaming drives the global industry’s growth through 2025, accounting for more than half of worldwide revenue and over eighty percent of players. Global gaming income
Stream Hatchet
broadcasts. Mobile esports also showed strength, particularly Mobile Legends: Bang Bang, which saw a 273% increase in esports viewership despite a general downturn in the mobile gaming sector
ESAC – Entertainment Software Association of Canada
workforce, though resources for social (2 %), casual (2 %) and mobile (7 %) gaming are expanding rapidly. Development costs vary by platform, with traditional console projects averaging C$10.1 million
Sensor Tower
inclusion of Subway Surfers propelled it to sixth place in worldwide mobile game downloads, achieving 472 million installs and $194 million in consumer spending, with a May spike
Newzoo
Gaming has evolved into the primary entertainment medium for younger generations, with 94% of Gen Alpha identifying as game enthusiasts. This shift signifies a transition from gaming
GREE
Fishing Star” slated for Nintendo Switch and a global release in development. Mobile game performance was bolstered by the launch of “Library Cross Infinite” and ongoing content updates
Nintendo
characterized by the highest average revenue per user globally at approximately $580. While mobile gaming currently commands 75% of consumer spending, the market is undergoing a structural transition
Apptica
This analysis examines the performance and distribution of iOS mobile applications during the winter of 2021–2022 while providing a strategic forecast for the spring 2022 season
InvestGame
segmentally, the scope is global, with specific attention paid to the decline of mobile gaming hype post-IDFA and the rising interest in PC, console, and AI-driven
Sensor Tower
three-quarters of the 34.1 billion global downloads recorded during the period. The mobile gaming landscape underwent a notable structural shift as consumer preferences migrated from traditional RPGs
AEVI
genre development, social dimensions, technological advances, and the role of online and mobile gaming. It surveyed internet users aged 14‑44 who play at least once a month
The report examines how gaming engagement varies across generational cohorts, drawing on a representative online sample of 72,068 respondents from 33 global markets (North America, EMEA, APAC). Data were collected via Computer Assisted Web Interviewing between January and April 2021. Findings show that younger generations devote a larger share of leisure time to gaming, with Gen Z and Millennials spending 11–12% of their free time on games versus 18% for Baby Boomers. Weekly playtime averages 7 hours and 20 minutes for Gen Z, 6 hours and 30 minutes for Millennials, dropping to just over 2 hours for Baby Boomers. Gaming remains the dominant entertainment medium across all ages, though motivations shift: younger players cite competition, socializing and achievement, while older players prioritize relaxation.
Platform preferences differ markedly; Gen Z spends 77% of gaming spend on mobile, whereas Baby Boomers allocate 73% to PC. Younger gamers also engage more with game‑related content, with 71–67% of Gen Z and Millennials both playing and watching games, compared to 44–51% for older cohorts. Persona segmentation reveals that “Ultimate Gamers” and “Community Gamers” dominate among Gen Z, whereas older groups are more likely to be “Time‑Fillers” or “Bargain Buyers.”
The report highlights the metaverse as a growing trend, with 70% of Gen Z and 63% of Millennials expecting to spend more time in virtual worlds. Overall, the study underscores a generational shift toward immersive, social gaming experiences and signals expanding opportunities for brands to reach diverse gamer audiences.
This image displays a stacked bar chart representing a distribution of data, where each colored segment corresponds to a specific percentage value totaling 101%. The chart illustrates the proportional breakdown of a dataset, with individual segments labeled as 12%, 15%, 24%, 18%, 14%, and 18%.
