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Cover of Public Mobile Gaming Publishers: Resilience & Adaptation in a Shifting Landscape
Report7 pages

Public Mobile Gaming Publishers: Resilience & Adaptation in a Shifting Landscape

The analysis examines the post-IDFA mobile gaming landscape, focusing on revenue dynamics, user acquisition spending, profitability trends, and market valuation shifts across key publishers.

  • 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.
InvestGame
Cover of Enabling Growth: Cohort User Acquisition Financing
Report11 pages

Enabling Growth: Cohort User Acquisition Financing

Mobile gaming has rebounded from the downturn of 2022-23, with a projected compound annual growth rate of 5.0% from 2020 to 2025, driven largely by a 16.2% rise in in-app advertising and the continued popularity of casual puzzle titles.

  • 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.
HPvX Partners
Cover of The 2025 Benchmark Report: Roblox Platform Trends
Report31 pages

The 2025 Benchmark Report: Roblox Platform Trends

The report establishes that Roblox’s player base is sharply divided between casual users who spend only a few minutes per session and core players who log in multiple times daily, often exceeding 30-minute sessions.

  • 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.
InvestGame
Cover of The Rise of the Financial Kingmakers: Private Equity’s $21B+ Bet on Gaming
Report9 pages

The Rise of the Financial Kingmakers: Private Equity’s $21B+ Bet on Gaming

The analysis demonstrates that private equity (PE) has increasingly positioned itself as a decisive force in the gaming sector, channeling more than $21 billion into acquisitions and growth investments from 2018 through the first half of 2025.

  • Private equity firms deployed over $21 billion into the gaming sector between 2018 and mid-2025, with annual deal values consistently surpassing $1 billion.
  • Control acquisitions represent the primary investment strategy, accounting for approximately 60% of total capital deployed in the sector.
  • Content creation studios holding strong IP portfolios are the most targeted assets, securing 42 of the 68 total private equity-led deals identified.
InvestGame
Cover of The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA
Report8 pages

The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA

The analysis examines the investment trajectory of companies founded by former senior executives from Take-Two Interactive and its subsidiaries.

  • Former Take-Two senior executives founded 23 startups between 2020 and 2025, securing $1.2 billion in capital across 43 deals.
  • Dream Games, a prominent alumni-led studio, achieved a $2.5 billion exit in July 2025, highlighting the high valuation potential of these ventures.
  • Alumni-led firms significantly outperform industry benchmarks, with a 60% rate of raising a second funding round within one year compared to the 20% industry average.
InvestGame
Cover of Beyond the Game: How Gamification is Becoming Mainstream
Report9 pages

Beyond the Game: How Gamification is Becoming Mainstream

The analysis examines how gamification—applying game-like mechanics such as streaks, leaderboards, and reward loops—to non-gaming consumer apps has shifted the mobile app economy over a five-year period (2020-2025).

  • 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%).
InvestGame
Cover of AI Eats the World
Report90 pages

AI Eats the World

Generative AI is positioned as the latest platform shift that will reshape value capture across the global tech ecosystem, with investment surging even as its ultimate impact remains uncertain.

  • Hyperscaler capital expenditure is projected to reach $350 billion in 2025, nearly doubling 2024 levels as data-center investment outpaces office construction.
  • Silicon supply constraints at Nvidia and TSMC, combined with power and permitting limitations, represent the primary bottlenecks threatening to throttle AI growth.
  • Despite 800 million weekly active users, the paying-user base for AI models remains at approximately 5%, highlighting a significant gap in monetization.
Benedict Evans
Cover of Investing and Financial Management App Market and Advertising Trends 2025
Report29 pages

Investing and Financial Management App Market and Advertising Trends 2025

Investment-management and crypto trading applications have accelerated growth in 2025, with global downloads rising 12% to about five billion.

  • Global downloads for investment and crypto trading apps rose 12% in 2025, reaching approximately five billion total downloads.
  • User demographics are heavily male-skewed, with crypto apps reaching over 90% male users and emerging markets like India and Vietnam reporting only 13–17% female participation.
  • Market preferences are geographically fragmented: U.S. and Japanese users favor established brokerages, while consumers in India and Southeast Asia prioritize local, mobile-centric platforms.
Sensor Tower
Cover of 1H 2025 Amazon Retail Media: An Inside Look at How Brands Are Showing Up
Report24 pages

1H 2025 Amazon Retail Media: An Inside Look at How Brands Are Showing Up

Amazon Retail Media dominated the first half of 2025, capturing $618 million in ad spend—more than double Walmart’s $236 million and nearly six times Chewy’s $105 million—while attracting 9,542 unique advertisers, a figure nine times larger than Walmart’s 1,076.

  • 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.
Sensor Tower
Cover of State of Mobile 2025: Why Community Wins on Mobile
Report29 pages

State of Mobile 2025: Why Community Wins on Mobile

The State of Mobile 2025 report examines the current mobile ecosystem, emphasizing how community engagement—particularly on Reddit—drives sustained app growth.

  • 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.
Reddit
Cover of Where the UGC Dollars Flow: Mapping $9B Investments in Creator Economy
Report9 pages

Where the UGC Dollars Flow: Mapping $9B Investments in Creator Economy

The analysis maps a $9 billion investment wave in user-generated content (UGC) gaming from 2020 to 2025, covering roughly 80 companies and titles.

  • The UGC gaming sector attracted $9 billion in total investment between 2020 and 2025, with $8.9 billion concentrated in late-stage and corporate deals.
  • Strategic investment from industry incumbents is a primary driver, highlighted by Sony/Kirkbi’s $2 billion commitment in 2022 and Disney’s $1.5 billion investment in 2024.
  • Creator monetization is scaling rapidly, with Roblox and Fortnite collectively disbursing approximately $1.5 billion to developers in 2024 and reporting a 38% quarterly earnings increase between Q2 and Q3 2023.
InvestGame
Cover of Game Data: Building vs Buying
Report11 pages

Game Data: Building vs Buying

The document evaluates the trade-offs between building an in-house data pipeline and purchasing a third-party solution for game analytics, using GameAnalytics’ PipelineIQ Pro as the primary example.

  • Building an in-house data pipeline for a studio with 5 million MAU costs approximately $50,000 per month, compared to $5,900 per month for a third-party solution like GameAnalytics’ PipelineIQ Pro.
  • Human capital is the primary cost driver for both approaches, accounting for 89% of the budget for in-house builds and 78% for vendor-managed pipelines.
  • Third-party solutions offer significantly faster deployment timelines, ranging from hours to days, whereas custom in-house pipelines typically require months to implement.
InvestGame

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