Sensor Tower
receive higher traffic from AI than paid sources by the end of 2026. Mobile game acquisition costs remain high, and the market is trending toward smaller, ad‑native
Telekom Malaysia, Twimbit
million by 2025, representing more than half of the region’s total population. Mobile gaming dominates, with 70 % of in‑game revenue and a 13.7 % CAGR in consumer
GREE
investment and market consolidation aimed at establishing a dominant position in the mobile social gaming sector. Strategic expansion into international markets, particularly the United States, served
Ubisoft
titles such as The Crew and For Honor, as well as casual and mobile gaming brands like Just Dance and Hungry Shark. Bares brings over 25 years
ESAC – Entertainment Software Association of Canada
high density of micro-studios and a rapid shift toward mobile and casual gaming. Nationally, the average industry professional is 31 years old with an average annual salary
Konvoy
Vaughan | | Support team | Dedicated investment & platform professionals | | Top newsletters | • “Gaming IPO Watch List” • “Mobile Gaming Post‑IDFA Deprecation” • (3 additional curated newsletters) | | Strategic events (Q2 2024) | 15 industry
Brutally Honest
objective of this analysis is to provide actionable user acquisition (UA) strategies for mobile game developers operating in a privacy-centric, post-IDFA environment. The central thesis suggests
InvestGame
gaming experienced an explosive 68-fold year-over-year increase in deal value, signaling a fundamental pivot in investor interest toward decentralized gaming models. Simultaneously, the mobile gaming
BITKRAFT Ventures
user acquisition financing to accelerate growth. The firm projects that by 2025 non‑gaming mobile apps will surpass gaming revenue, reaching $150 B by 2030, and that
Sensor Tower
slight decline in App Store downloads due to shifting trends in China. The mobile gaming sector remained heavily influenced by the hypercasual genre, which accounted for over half
Gamecity Hamburg, Hamburg Kreativ Gesellschaft
national gaming landscape. Organized by the German Federal Republic and the Game Association, the event serves as a premier platform for celebrating excellence in game development across Germany
Matej Lancaric
business-as-usual creative assets. The scope of the analysis covers the global mobile gaming market, with specific attention to the hybrid-casual segment and major industry players
Brutally Honest
data signals are obscured. The scope of the analysis covers the global mobile gaming market, specifically focusing on the free-to-play segment and the rise of loyalty
Brutally Honest
mobile user acquisition landscape in late 2024 is defined by a shift toward higher production values and the strategic integration of celebrity endorsements to drive engagement. High-profile
Aream & Co, PWN Games
investor focus toward established tech infrastructure rather than direct game content development. The mobile gaming sector faced headwinds, with in-app purchase revenue falling to $19.4 billion
Matej Lancaric
significantly alter corporate behavior. The scope of the commentary covers the global mobile gaming landscape in 2023, with specific focus on the European market and emerging titles like
Matej Lancaric
podcast and direct industry interactions to provide a snapshot of current trends in mobile gaming and marketing
Koei Tecmo
growth was primarily driven by the core Game Software and Online & Mobile segments. Game Software sales rose 11.9% to 13.38 billion yen, returning the division to profitability with
Square Enix
Total Games (Offline) Games (Online) Mobile Phone Content Publication Others Financial Highlights ________________________________________ 1 Disclaimer Regarding Forward-Looking Statements To Our Shareholders ____________________________________ 2 Statements in this annual report with
SuperJoost
Epic Games against Apple and Google highlights a critical inflection point in the mobile gaming industry. The central thesis posits that the current "mobile industrial complex
SuperJoost
commentary covers major industry developments in early 2019, spanning the hardware, mobile, and cloud gaming sectors across North America, Israel, and Japan. Key data points include Nvidia
SocialPeta
global mobile market in the first half of 2022 underwent a significant transition, characterized by a contraction in total advertising volume alongside a strategic pivot toward high-quality
IGG
successful launch of Lords Mobile and the sustained performance of Castle Clash, which anchored the company’s mobile-centric strategy. With mobile games accounting for 97.3% of total
Sensor Tower, Homa
much as 35% in specific case studies. The industry scope covers global mobile gaming, with a focus on subgenres including arcade idle, tower defense, and simulation. Methodologically
game – Verband der deutschen Games-Branche e. V.
euros in 2023, marking a 6 percent increase driven largely by hardware sales, mobile gaming, and in-game purchases. Despite this financial expansion and a 52 percent growth
Video Games Industry Memo
selling 7 million copies in its first week and the Pokémon Trading Card Game mobile app generating $200 million in its debut month. The scope of the review
Matej Lancaric
high-complexity gameplay. The scope of the discussion covers the global mobile gaming market, with specific focus on hybrid-casual and strategy segments during the 2023–2024 period
GREE
gaming and VR divisions to manage production, distribution, and IP development for VTubers. Additionally, the company is diversifying its gaming portfolio by moving successful mobile IPs like Another
IGG
launching 15–20 new titles to further solidify its presence in the global mobile gaming market
Newzoo
creators in a single quarter. While the platform shares structural similarities with mobile gaming—such as an 80% mobile user base and monetization driven by cosmetics and gacha
The analysis projects a rapid expansion of the digital economy through 2026, driven primarily by generative AI applications and vertical video formats. Generative‑AI apps are expected to generate more than $10 billion in in‑app purchase revenue by 2026, with downloads projected to reach 4 billion and user engagement exceeding 43 billion hours. The genre will climb into the top five mobile categories across downloads, revenue, and time spent, surpassing established sectors such as shopping and movies. Short‑drama vertical video is forecast to overtake traditional OTT streaming in global downloads, narrowing the revenue gap and capturing 40 % of time spent by 2026.
Digital advertising spending is shifting back toward image‑based creatives, with a 35 % year‑over‑year increase in image ad spend and a projected acceleration of this trend by 2026, especially within social channels where Reels and similar formats dominate. Meanwhile, generative AI traffic to the top 1,000 U.S. websites is projected to rise by more than 130 % YoY, reaching a point where half of these sites receive higher traffic from AI than paid sources by the end of 2026.
Mobile game acquisition costs remain high, and the market is trending toward smaller, ad‑native titles that can monetize efficiently. Steam releases are accelerating, with 2025 already breaking records for new titles, indicating a shift toward faster, lower‑budget development cycles. Overall, the report underscores a digital landscape increasingly shaped by AI‑driven content and streamlined monetization models across mobile, web, and gaming sectors.