Mobile reports and market data
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Essential Facts about Video Games in Italy: 2025
In 2025, roughly 14.2 million Italians—about a third of the population aged six to seventy-five—engage in video gaming, with a pronounced male bias and a concentration of players under 35.
- The Italian video game market generated €2.4 billion in 2025, with game sales accounting for 77 percent (€1.8 billion) of total revenue.
- App-based gaming dominates the market, representing over half of total revenue with a freemium model where only one percent of earnings come from upfront purchases.
- Smart devices are the primary revenue driver at €929 million, while console gaming accounts for €643 million, supported by an average of eight hours of gameplay per week across the population.
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.
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.
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.
Swipe Before Type: India's Interactive Media Consumer Survey 2024–2025
The survey, covering September 2024 to September 2025, examines India’s interactive media landscape across video, audio, social, gaming and emerging AI-driven content.
- Gaming dominates high-value consumer spending, capturing 70% of wallet share for transactions exceeding INR 1,000, while video and social media command 30% each at the INR 200–500 price point.
- Mobile-first gaming remains the primary format, but 30% of users now engage via PC and 22% via consoles, with casual and midcore titles driving 8 hours of weekly engagement.
- UPI is the near-universal payment method for digital content, accounting for 90% of all in-app purchases.
Asia Pacific Market Report 2025: Creating Opportunities for Video Games in Asia
Asia’s gaming landscape in 2025 is dominated by a triad of regional strengths that together shape the global market.
- Southeast Asia is the region's fastest-growing mobile-centric market, currently valued at $14.8 billion and driven by a demographic of 680 million residents under the age of 30.
- Japan remains a global cultural powerhouse, with iconic franchises generating $215 billion in worldwide influence and $178.8 million in IP-specific revenue.
- Esports in Southeast Asia is a significant economic driver, with projected revenue between $350 million and $380 million.
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.
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.
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.
Gaming in Africa 2024
Gaming in Africa 2024 reveals a market that is overwhelmingly mobile-centric, with 92% of respondents playing on phones and 81% using smartphones.
- The African gaming market is overwhelmingly mobile-centric, with 92% of users playing on phones and Android devices accounting for 92% of all downloads.
- Monetization is driven by microtransactions, utilized by 63% of players, with Kenya serving as a key market where mobile money accounts for over 60% of payment methods.
- Player engagement is high, as 78% of respondents played within the last day and one-third of gamers spend three or more hours per session.
A Shortcut to Your Own Game Insights Platform
The guide presents a turnkey solution for game studios to build an in-house data pipeline without the high costs of custom engineering.
- GameAnalytics provides a turnkey data pipeline that eliminates the need for custom ETL development, proprietary SDKs, and ongoing infrastructure maintenance.
- The platform offers two primary data delivery methods: Player Warehouse for daily refreshed, SQL-ready event tables and Raw Export for real-time JSON streaming.
- A publisher utilizing Raw Export achieved a 50% increase in lifetime value (LTV) across 19 titles, while a VR MMO leveraged Player Warehouse to improve player engagement.
East vs. West: Monetization Trends
Mobile gaming monetization strategies reveal distinct behavioral patterns between Eastern and Western markets, driven by differing consumer motivations and spending habits.
- Eastern mobile gamers demonstrate a significantly higher propensity for large transactions, with 76% of purchases exceeding $10 compared to only 42% in Western markets.
- Western mobile gamers are more likely to make small-scale purchases, with 8% of spenders in the West opting for transactions under $5, contrasted with 30% in the East.
- Monetization strategies in the West should prioritize value-based bundles, as these resonate more effectively with the purchasing preferences of Western players.