Skip to main content

Marketing

136 documents·63 publishers

Documents

Page 1
Report26 pages

The Power of Marketing Mix Modeling

This analysis explores the transition from traditional last-touch attribution (LTA) to next-generation marketing mix modeling (MMM) within the mobile gaming industry. It posits that while LTA has long been the standard for measuring return on ad spend (ROAS), it is increasingly inadequate due to systemic signal loss from privacy regulations (such as Apple’s AppTrackingTransparency), the rise of multi-platform gaming, and a heavy bias toward bottom-of-funnel channels that ignores the incremental value of top-of-funnel platforms like TikTok.

The findings highlight a significant shift in the global gaming landscape, noting that the industry is projected to reach three billion players by 2029. Despite this growth, marketers face rising user acquisition costs, which are forecast to exceed $130 billion by 2025. Data from Kochava and TikTok indicates that LTA frequently under-attributes early-stage revenue events. For example, a case study shows that at a $5,000 daily spend, an MMM model attributed 43% more Day 7 revenue events to TikTok than a traditional LTA model, revealing that LTA often fails to capture the full impact of video-forward media.

The scope of this research is global, with specific emphasis on the North American and Asia-Pacific markets, which accounted for $50 billion and $84 billion in 2023 revenue, respectively. The methodology involves comparing aggregated market-level data against granular user-level data to demonstrate how MMM identifies channel saturation and incrementality without relying on depreciating user identifiers.

The conclusion advocates for a dual-wielding strategy where studios utilize both LTA for tactical, real-time creative optimization and next-gen MMM for strategic budget allocation and forecasting. Organizations spending over $160,000 monthly per region with a diverse mix of at least five media partners are identified as the primary beneficiaries of this advanced attribution framework.

  • Marketing Mix Modeling (MMM) provides a more accurate view of incrementality than last-touch attribution (LTA), as evidenced by a case study where MMM attributed 43% more Day 7 revenue events to TikTok at a $5,000 daily spend.
  • Traditional LTA is increasingly inadequate for mobile gaming due to privacy regulations like Apple’s AppTrackingTransparency and a systemic bias that undervalues top-of-funnel media.
  • User acquisition costs in the gaming industry are projected to exceed $130 billion by 2025, necessitating more sophisticated measurement tools to manage rising expenditures.
  • The global gaming industry is expected to reach three billion players by 2029, with North American and Asia-Pacific markets generating $50 billion and $84 billion in revenue respectively as of 2023.
  • Studios spending over $160,000 monthly per region across at least five media partners are the primary candidates to benefit from adopting an MMM-based attribution framework.
+1
Kochava & TikTok for BusinessJan 2025
Page 1
Report28 pages

2025 Global Mobile Game Marketing Insights & Creative Breakdown

The 2025 Global Mobile Game Marketing Insights & Creative Breakdown provides a comprehensive analysis of the mobile advertising landscape, focusing on the evolution of ad creatives across more than 80 countries and 80 ad channels. Utilizing data from SocialPeta and Reforged Labs, the findings cover over 1.6 billion creatives and 10,000 tracked mobile games between January 2024 and October 2025. The primary thesis suggests that the mobile market is experiencing a significant surge in creative volume and a rapid shift toward AI-driven production to combat creative fatigue and rising competition.

Key data points indicate that the average monthly creatives per advertiser rose to 123 in 2025, a nearly 20% year-over-year increase. New creatives now account for 58% of total monthly ads, peaking at over 60% in October. Geographically, North America and the Hong Kong, Macao, and Taiwan regions lead in total creative volume, while Europe maintains the highest refresh rate for new content. From a genre perspective, Strategy Games (SLGs) dominate advertising intensity with 325 monthly creatives per advertiser, while Casino games lead in creative turnover, with new assets making up 65.6% of their monthly output.

The analysis highlights a clear platform divide, with Android hosting 77.6% of total creatives compared to 22.4% on iOS. Hard-core games represent the largest share of iOS creatives at 34.7%, whereas light games are more prevalent on Android. Video remains the dominant format, particularly for Puzzle games, where it accounts for 83.5% of ads. Furthermore, the industry has reached a tipping point in automation, with over 90% of advertisers now utilizing AI to generate scenes, characters, or scripts. Case studies of top performers like Royal Match and Monopoly GO! emphasize that successful marketing currently relies on "hook" innovation—such as diegetic sound, tactile satisfaction, and subverting brand expectations—to maintain high return on ad spend in an oversaturated market.

  • Over 90% of mobile game advertisers now utilize AI to generate assets, marking a critical industry shift toward automation to combat rising competition.
  • The average monthly creative volume per advertiser reached 123 in 2025, representing a 20% year-over-year increase, with new creatives accounting for 58% of total monthly output.
  • Strategy games lead the industry in advertising intensity with 325 monthly creatives per advertiser, while Casino games prioritize the highest turnover with 65.6% of assets being new each month.
  • Android dominates the mobile advertising landscape, hosting 77.6% of total creatives compared to 22.4% on iOS.
  • Video remains the primary ad format, particularly in the Puzzle genre where it comprises 83.5% of all advertisements.
+2
SocialPeta & Reforged LabsJan 2025
Page 1
Report38 pages

The 2025 Guide to US Gaming Audiences: From Data to Personas

The 2025 United States gaming landscape reflects a profound demographic shift, moving away from the outdated stereotype of the isolated young male toward a mainstream, diverse population nearly evenly split by gender. Modern gamers are characterized by high levels of education and financial stability, with a significant portion of the audience falling into middle-to-high income brackets ranging from $51,000 to over $250,000 in net worth. This population views gaming as a social and familial cornerstone rather than a solitary pursuit, possessing substantial purchasing power that prioritizes immediate lifestyle quality, premium groceries, and discretionary spending over long-term asset accumulation.

Physical activity and convenience define the daily habits of this audience, as they over-index in gym attendance and outdoor recreation. Consumer behavior remains nuanced across different genres; for instance, Action and Simulation players tend to be more tech-focused and affluent, whereas Casual and Arcade gamers often reside in multi-generational, value-conscious households. Despite these differences, a universal reliance on delivery services, mainstream fast-food brands, and budget-friendly fitness options persists across the entire segment. This suggests a consumer base that values efficiency and digital integration in their physical lives.

The market is further segmented into distinct personas ranging from tech-savvy "Young Lifestyle Explorers" to financially secure "Golden Fans" over the age of 70. High-value opportunities for precision targeting exist within specific niches, such as sports gamers who dominate the highest income tiers or board and trivia enthusiasts who exhibit practical, family-oriented spending patterns. Geographically concentrated in hubs like Iowa and Hawaii, these diverse audiences offer brands a sophisticated landscape of consumers who defy traditional tropes, presenting a high-value target for advertisers across nearly every life stage and socioeconomic category.

  • The US gaming audience is now gender-balanced and financially stable, with significant segments earning between $51,000 and over $250,000 in net worth.
  • Modern gamers prioritize immediate lifestyle quality and discretionary spending over long-term asset accumulation, frequently investing in premium groceries and convenience services.
  • Gaming is primarily a social and familial activity rather than a solitary pursuit, with consumer habits heavily influenced by multi-generational household dynamics.
  • Consumer behavior is genre-specific: Action and Simulation players are typically more tech-focused and affluent, while Casual and Arcade gamers are more value-conscious.
  • The audience over-indexes in physical activity, including gym attendance and outdoor recreation, while maintaining a universal reliance on delivery services and mainstream fast-food brands.
+1
Anzu & SemcastingJan 2025
Page 1
Report36 pages

Retention Radar

The global mobile ecosystem is entering a period of maturation characterized by a 2.3% decline in installs, necessitating a strategic pivot from aggressive user acquisition toward sophisticated retention models. Because a 10% improvement in retention can yield profit increases of up to 90%, the industry is increasingly prioritizing the lifetime value of existing users. This shift is supported by the identification of distinct behavioral patterns between functional apps, which command high initial stickiness, and emotional categories like gaming, which foster long-term loyalty. By analyzing these "app-hopping" behaviors, marketers can identify high-value users who move fluidly between different app categories.

Data across various gaming genres indicates that while retention naturally declines over time, Return on Ad Spend often grows significantly as players deepen their investment in narrative and premium features. For instance, simulation games frequently see a threefold increase in ROAS by the thirtieth day of engagement. Furthermore, significant cross-genre affinities exist, such as RPG players demonstrating a 40.2% engagement rate with non-gaming applications. These insights suggest that targeting "synthesized cohorts"—clusters of interconnected apps based on shared user habits—is more effective than traditional siloed marketing.

To maximize engagement through 2025, the industry must adopt advanced technological frameworks, including deep neural networks and supervised AI, to facilitate surgical ad precision. Utilizing a "Stickiness Index" allows for the quantification of engagement patterns, enabling the deployment of dynamic product ads and automated event-based retargeting. By leveraging real-time post-install data and deep linking, advertisers can create frictionless, hyper-personalized journeys that capture users during high-intent moments. This methodology transforms brief digital interactions into sustained loyalty, ensuring that advertising spend is optimized across both gaming and non-gaming verticals globally.

  • A 10% improvement in user retention can drive profit increases of up to 90%, making retention a more critical financial lever than aggressive user acquisition in a market seeing a 2.3% decline in installs.
  • Simulation games demonstrate the value of long-term engagement by achieving a threefold increase in Return on Ad Spend (ROAS) by the thirtieth day of player activity.
  • Targeting 'synthesized cohorts'—clusters of interconnected apps based on shared user habits—is more effective than siloed marketing, especially given that RPG players show a 40.2% engagement rate with non-gaming applications.
  • The industry is shifting toward advanced technological frameworks, including deep neural networks and supervised AI, to facilitate surgical ad precision and real-time, event-based retargeting.
  • Quantifying engagement through a 'Stickiness Index' allows advertisers to deploy dynamic product ads and deep linking to create frictionless, hyper-personalized user journeys through 2025.
+2
AarkiJan 2025
Page 1
Report46 pages

The Global State of Game Publishing & Marketing 2025 Industry Report

The global game publishing market is entering a period of significant expansion, with revenues projected to rise from $117.4 billion in 2025 to $150.5 billion by 2030. This growth is underpinned by a fundamental shift toward digital distribution, which already accounted for 95% of industry revenue in 2023. While traditional publishers maintain a competitive edge through high-budget user acquisition and advanced analytics, the democratization of the industry via platforms like Steam and the Epic Games Store has enabled self-published titles to achieve massive commercial success. Consequently, the industry is moving toward a hybrid landscape where multiplatform launches have increased by 40% to maximize player engagement and revenue potential.

Strategic success in the current market relies heavily on closed-loop marketing and data-driven publishing. Developers are increasingly utilizing real-time telemetry and AI analytics to optimize player retention and monetization strategies. This is particularly evident in the rise of Live Service Games, with 95% of studios now developing titles designed for recurring revenue. However, community management and influencer marketing have emerged as equally vital pillars; approximately 40% of gamers now make purchases based on creator recommendations, and social touchpoints drive over 54% of player motivation to continue gameplay. Furthermore, transmedia collaborations, such as television adaptations of gaming franchises, have doubled their share of box office revenues, illustrating the power of cross-media synergy.

The monetization landscape is further diversifying through the growth of subscription services and the esports sector. Subscriptions are expected to reach 318 million active users and a $21.6 billion valuation by 2030, while the esports market is projected to hit $87.7 billion in the same timeframe. To navigate this complexity, many developers are adopting publishing-as-a-service models and leveraging AI to manage diverse revenue streams across platforms. Ultimately, the integration of cross-platform development, which can boost revenue by up to 40%, combined with sophisticated digital marketing and community-focused strategies, defines the modern trajectory of the global gaming industry.

  • The global game publishing market is projected to grow from $117.4 billion in 2025 to $150.5 billion by 2030, driven by a market where 95% of revenue is already generated through digital distribution.
  • Multiplatform launches have increased by 40% as developers prioritize cross-platform strategies, which can boost total revenue by up to 40%.
  • Live Service Games have become the industry standard, with 95% of studios now developing titles specifically designed for recurring revenue models.
  • Community-driven marketing is critical, as 40% of gamers make purchases based on creator recommendations and social touchpoints drive 54% of player retention.
  • Subscription services are forecast to reach 318 million active users and a $21.6 billion valuation by 2030, while the esports market is expected to hit $87.7 billion in the same period.
+1
Game Publishing & Marketing SummitJan 2025
Page 1
Report6 pages

From Games to the Big Screen: The Impact of IP Across Platforms

The entertainment industry is increasingly leveraging a transmedia strategy where video game intellectual property serves as the foundation for high-budget scripted content. This approach creates a symbiotic relationship between platforms, where the release of films and television series triggers a boomerang effect that revitalizes interest in the original games. Data indicates that these adaptations drive significant growth across multiple metrics, including active users, digital downloads, and in-app purchases, while simultaneously boosting the performance of the streaming services hosting the content.

The scope of this analysis covers major cross-platform releases between 2024 and 2025, focusing on global mobile, PC, and console gaming segments alongside digital advertising and streaming app performance. Key findings highlight the success of the Minecraft movie, which grossed over $900 million and led to a 44% spike in mobile in-app revenue and a 36% increase in console sales. Similarly, the Fallout television series drove a 23% increase in Amazon Prime Video downloads and a massive 410% surge in daily sales for Fallout 4 on PC. The longevity of this impact is notable, with daily active users for legacy Fallout titles remaining 225% higher for up to 20 weeks following the show's premiere.

Methodology relies on proprietary data from Sensor Tower, tracking digital market insights, app usage, and advertising spend. The data reveals that strategic marketing is essential to this success; for instance, Amazon increased its desktop video ad spend twentyfold to promote Fallout, specifically targeting gaming-focused platforms like Twitch and IGN. While results vary based on the faithfulness of the adaptation and the monetization model of the game, the overarching trend suggests that transmedia releases are a powerful tool for re-engaging historical players and attracting new audiences to established gaming franchises.

  • The Fallout television series triggered a 410% surge in daily PC sales for Fallout 4 and sustained a 225% increase in daily active users for legacy titles for up to 20 weeks post-premiere.
  • The Minecraft film grossed over $900 million while driving a 44% spike in mobile in-app revenue and a 36% increase in console sales.
  • Transmedia adaptations create a symbiotic growth loop that simultaneously boosts gaming metrics and streaming platform performance, such as the 23% increase in Amazon Prime Video downloads following the Fallout series launch.
  • Strategic marketing is a critical success factor, evidenced by Amazon increasing its desktop video ad spend twentyfold on gaming-centric platforms like Twitch and IGN to support the Fallout release.
  • Video game IP is increasingly serving as a foundation for high-budget scripted content to re-engage historical players and attract new audiences across mobile, PC, and console segments.
+2
Sensor TowerJan 2025
Page 1
Report22 pages

Mapping IP fandom with the Global Gamer Study

This analysis explores the intersection of intellectual property (IP) fandom and player engagement within the global gaming industry. The primary thesis is that while transmedia collaborations are essential for driving player acquisition and retention in a live-service landscape, the effectiveness of an IP is heavily dictated by regional awareness and cultural sentiment. Success in global gaming requires a move away from one-size-fits-all licensing toward market-specific strategies that align with local fanbases.

The findings are based on the 2025 Global Gamer Study, which surveyed over 73,000 consumers across 36 markets, tracking awareness and attitudes toward 42 popular entertainment IPs. Data indicates that a majority of gamers in 24 of the 36 countries are more likely to play a game featuring their favorite IP. This influence is strongest in South Asia (74%) and Latin America (64%), while Western Europe and Oceania show more reserved engagement levels (45%).

The research categorizes IPs into four quadrants based on the relationship between awareness and favorability. Global Favorites, such as Harry Potter and Disney, maintain near-universal recognition (90%) and high sentiment. Familiar Faces like Star Wars and Barbie possess high awareness but suffer from polarizing or lower favorability in specific regions. Hidden Gems, including Studio Ghibli and various anime titles, maintain niche global awareness but command intense loyalty in specific markets like Japan or Vietnam. Finally, IPs with Limited Appeal, such as Doctor Who or Percy Jackson, struggle with both low recognition and lukewarm sentiment outside their core territories.

Geographic variations are stark; for instance, anime franchises like Dragon Ball achieve 85–90% awareness in Latin America and Southeast Asia, nearly double their recognition in the West. Conversely, Western staples like DC Comics see high awareness in the U.S. (70%) but significantly lower traction in Japan (21%). The study concludes that cultural resonance, linguistic accessibility, and historical distribution patterns are the primary drivers of IP success in the gaming sector.

  • In 24 of 36 surveyed markets, gamers are more likely to play a title featuring an IP they favor, confirming that transmedia collaborations are a primary driver for acquisition and retention.
  • IP influence on player engagement varies significantly by region, peaking in South Asia (74%) and Latin America (64%) compared to more reserved engagement in Western Europe and Oceania (45%).
  • Global Favorites like Harry Potter and Disney maintain 90% recognition with high sentiment, whereas IPs like DC Comics show extreme regional variance, with 70% awareness in the U.S. versus only 21% in Japan.
  • Anime franchises like Dragon Ball demonstrate the importance of market-specific strategies, achieving 85–90% awareness in Latin America and Southeast Asia—nearly double their recognition in Western markets.
  • The 2025 Global Gamer Study, which tracked 42 entertainment IPs across 73,000 consumers, identifies cultural resonance, linguistic accessibility, and historical distribution as the primary determinants of IP success.
+1
NewzooJan 2025
Page 1
Report56 pages

Gaming: Your Marketing Cheatcode

Gaming has evolved into a horizontal cultural layer encompassing 3.4 billion global players who utilize interactive platforms to build identity and community. Despite this massive reach, the sector currently receives less than 5% of global media investment, representing a significant disconnect between consumer attention and advertising spend. The industry is increasingly defined by transmedia expansion and social connectivity, particularly among Gen Z audiences who prioritize platforms like Roblox and Discord for brand discovery and social interaction. Success in this landscape requires a strategic shift from isolated sponsorships toward full-funnel integrations that align with specific player motivations, including relaxation, achievement, and immersion.

The shift toward non-intrusive brand integration utilizes high-impact formats such as rewarded video and custom in-game partnerships to secure superior video completion rates and brand recall. Immersive strategies drive substantial consumer consideration, with 55% of players expressing interest in branded virtual items. Furthermore, custom experiences within gaming environments can yield up to 100x higher attention levels than traditional social media. Case studies involving major titles like Genshin Impact demonstrate that blending digital fandom with real-world value can result in triple-digit sales growth and heightened community engagement.

As a full-funnel engine, gaming integrations now produce measurable lifts in awareness and consideration through interactive campaigns. Data indicates that gamified loyalty programs can increase purchase rates by 12% and guest spend by 64%, while in-game commerce on platforms like Roblox generates significant revenue for developers. Looking ahead, the industry trajectory is shaped by the expansion of cloud gaming and highly anticipated hardware and software launches, such as the Nintendo Switch 2 and Grand Theft Auto VI. These developments reinforce gaming's role as a primary driver of modern media consumption and commercial conversion.

  • Gaming commands 3.4 billion players globally, yet receives less than 5% of total media investment, indicating a significant misalignment between consumer attention and advertising spend.
  • Custom in-game experiences can generate up to 100x higher attention levels compared to traditional social media platforms.
  • Immersive brand strategies are highly effective, with 55% of players expressing interest in acquiring branded virtual items.
  • Gamified loyalty programs are proven to drive commercial performance, increasing purchase rates by 12% and guest spend by 64%.
  • Strategic integration in titles like Genshin Impact demonstrates that blending digital fandom with real-world value can trigger triple-digit sales growth.
+1
dentsu gamingJan 2025
Page 1
Report112 pages

Championing the 25 Retailers and Digital Services Who Connect Music, Video and Games Creators with UK Fans Yearbook

The United Kingdom’s entertainment market reached a historic milestone in 2024, achieving a record valuation of £12.0 billion. This performance marks twelve consecutive years of growth and a 50% increase in market value since 2019. The industry has undergone a near-total digital transformation, with streaming and digital services now accounting for 93% of total revenues. Subscription-based models have become the primary engine of this economy, representing over three-quarters of total consumer spend across the music, video, and gaming sectors.

Video remains the largest individual segment, valued at £5.0 billion. This growth is fueled almost exclusively by Subscription Video on Demand (SVoD), which rose 8.3% to reach £4.46 billion, offsetting a sixteen-year decline in physical media. Conversely, the gaming sector experienced a 4.4% contraction to £4.61 billion. This decline was driven by a sharp 34.5% collapse in physical software sales and a cyclical downturn in hardware as major consoles reach maturity. Despite this, gaming remains 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 £2.4 billion. While digital streaming accounts for 85% of this value, the music industry is unique for its resilient physical market. Vinyl LPs saw their 17th consecutive year of growth, with unit sales rising to 7.1 million. This resurgence has revitalized the high street; independent music shops now account for 24% of total outlets, up from just 2% in 2015. While supermarkets and traditional retailers are exiting the physical games and video space, specialist and independent retailers are capturing a five-year high in physical market share, supported by major promotional events and a consumer shift toward high-definition and collectible formats.

  • The UK entertainment market reached a record £12.0 billion valuation in 2024, marking twelve consecutive years of growth and a 50% increase since 2019.
  • Digital services and streaming now dominate the industry, accounting for 93% of total revenue, with subscription models driving over 75% of consumer spending.
  • Video is the largest sector at £5.0 billion, fueled by an 8.3% rise in Subscription Video on Demand (SVoD) to £4.46 billion, which successfully offset the decline in physical media.
  • The gaming sector contracted 4.4% to £4.61 billion, impacted by a 34.5% collapse in physical software sales and a cyclical downturn in console hardware.
  • Music is the fastest-growing sector at £2.4 billion, supported by a resilient physical market where vinyl LP sales grew for the 17th consecutive year to 7.1 million units.
ERAJan 2025
Page 1
Report1 pages

CEDEC 2025 Schedule Announcement

The announcement establishes the official timetable for CEDEC 2025, Japan’s premier three‑day conference for computer‑entertainment developers organized by the Computer Entertainment Developers Association (CESA). By moving the event to July 22‑24, 2025—approximately one month earlier than the traditional late‑August slot—the schedule compresses several preparatory phases, prompting participants to adjust their planning accordingly.

Key milestones are detailed: the public call for proposals opens on January 6, 2025, followed by the launch of sponsor and partnership programs in early‑to‑mid February. The final deadline for submissions is set for February 17 at 10 a.m. JST, with selection results communicated in late March. An early‑application deadline for sponsorships occurs on March 31, while ticket‑sale dates remain pending and will be announced later. The conference itself occupies three consecutive days, Tuesday through Thursday, in late July.

The scope is national, targeting Japanese developers, studios, and related stakeholders within the computer‑entertainment sector, and it outlines a timeline that spans from early January through late July 2025. Although the schedule is provisional and subject to minor adjustments, contact information for the CEDEC operations office and the official website are provided for inquiries and future updates.

  • CEDEC 2025 will take place from July 22–24, 2025, shifting the conference approximately one month earlier than its traditional late-August schedule.
  • The call for session proposals opens on January 6, 2025, with a strict submission deadline of February 17, 2025, at 10 a.m. JST.
  • Selection results for proposed sessions will be communicated to applicants in late March 2025.
  • Sponsorship and partnership programs launch in early-to-mid February 2025, with an early-application deadline for sponsors set for March 31, 2025.
  • The conference is organized by the Computer Entertainment Developers Association (CESA) and targets Japanese developers, studios, and computer-entertainment stakeholders.
+1
Computer Entertainment Developers AssociationSept 2024
Page 1
Report71 pages

Insights into Global Mobile Game Marketing & Ad Spend Trends for H1 2024

The global mobile gaming landscape in the first half of 2024 is defined by a strategic pivot toward hybrid-casual and subscription-based models as developers seek stable revenue and higher user lifetime value. This transition is supported by the rapid expansion of mini-games on super-apps, currently engaging approximately 650 million players, and the integration of 5G and AI-driven personalization. Marketing success now hinges on the synergy between App Store Optimization and paid search, alongside the use of predictive modeling to mitigate rising acquisition costs. Rewarded playtime has emerged as a critical monetization tool, yielding eCPMs 2.7 times higher than standard formats.

Market activity surged during this period, with monthly active advertisers increasing 33.7% year-over-year to exceed 55,000. Despite this influx, the intensity of individual campaigns moderated, with the average monthly creatives per advertiser falling to 105. Video remains the primary medium, accounting for 77% of ad formats, though AI-generated imagery is gaining significant traction. While Western Europe maintains the highest advertiser density, the Hong Kong, Macau, and Taiwan regions represent the most competitive environments. Genre-wise, casual and puzzle games dominate advertiser participation on Android, but RPGs have surpassed strategy titles in total creative volume through the aggressive use of AI-generated content.

Regional performance highlights distinct growth corridors, such as Brazil’s emergence as a hub for casino games and the Middle East’s demand for localized simulation and strategy titles. Successful campaigns frequently utilize "mini-game" video ads and deliberate-failure narratives to drive conversions. High-performing titles like Legend of Mushroom and Solo Leveling: Arise demonstrate the efficacy of high-volume creative output and IP-driven TikTok marketing. Ultimately, the industry is moving toward a bifurcated strategy where Asia-Pacific markets focus on intensive pre-registration windows while Western markets prioritize long-term promotional stability.

  • Monthly active advertisers in mobile gaming grew 33.7% year-over-year in H1 2024, surpassing 55,000 total advertisers.
  • Rewarded playtime has become a primary monetization driver, generating eCPMs 2.7 times higher than standard ad formats.
  • Video remains the dominant ad medium at 77% of total formats, though average monthly creatives per advertiser dropped to 105 as AI-generated imagery gains traction.
  • Mini-games on super-apps have reached 650 million players, serving as a core component of the industry's shift toward hybrid-casual and subscription-based models.
  • RPG titles have overtaken strategy games in total creative volume, largely driven by the aggressive integration of AI-generated content.
+2
SocialPetaJun 2024
Page 1
Report9 pages

How Gamers Discover What to Play

Video game marketing remains a vital component of the industry, though consumer preferences have shifted toward authentic, multi-channel discovery rather than traditional overt sales tactics. Research conducted in May 2024 among 1,009 PC and console gamers in the United States reveals that the average player utilizes four to five different information sources before committing to a new title. This behavior underscores a move away from single-channel reliance toward a diverse marketing mix where authenticity and peer-led insights are prioritized over corporate messaging.

YouTube stands as the dominant platform for game discovery, used by 52% of respondents and cited as the most trusted source of information. However, discovery habits vary significantly by demographic. Younger gamers aged 18–24 are twice as likely to use TikTok and Instagram for news compared to those aged 34–44. Gender also influences platform choice, with men favoring YouTube and Twitch, while women are 13% more likely than men to utilize TikTok for discovery. Despite the prevalence of these platforms, trust remains fragmented; while YouTube is the most trusted, social media platforms like TikTok and X are frequently viewed with skepticism, suggesting that trust resides more in specific creators than the platforms themselves.

Purchasing decisions are primarily driven by familiarity and risk mitigation. Forty percent of gamers prioritize established franchises they already enjoy, and 25% favor games from respected developers. While reviews and influencer endorsements remain influential, cost-related factors such as subscription services and price promotions also play a significant role in the decision-making process. Ultimately, the data suggests that successful game discovery relies on building a presence across multiple social and video platforms while leveraging established brand equity and influencer relationships to overcome consumer distrust.

  • Gamers utilize an average of four to five distinct information sources before purchasing a new title, reflecting a shift away from single-channel marketing reliance.
  • YouTube is the primary discovery platform for 52% of gamers and is ranked as the most trusted source of information.
  • Purchasing decisions are driven by risk mitigation, with 40% of players prioritizing established franchises and 25% favoring games from respected developers.
  • Demographic discovery habits vary significantly, as gamers aged 18–24 are twice as likely to use TikTok and Instagram for news compared to those aged 34–44.
  • Gender influences platform preference, with women being 13% more likely than men to use TikTok for game discovery.
+1
Big Games MachineMay 2024

Publishers

Related Topics