Mobile reports and market data
Documents
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.
Bilan du Marché Français: 2025
The French video game market demonstrated significant resilience in 2025, generating €5.856 billion in total revenue, a 2.9% increase over the previous year.
- The French video game market reached €5.856 billion in 2025, a 2.9% year-over-year increase and the second-highest revenue in the industry's history.
- Mobile gaming experienced an 11% surge to reach €1.792 billion, with free-to-play models accounting for 94% of that sector's total revenue.
- Market share is distributed across consoles (44%), mobile (31%), and PC (26%), with software sales—driven by digital content and microtransactions—comprising over two-thirds of total revenue.
2024 Integrated Report: Value Creation Story
DeNA is currently executing a strategic pivot toward a diversified business model to mitigate the volatility inherent in the gaming industry.
- DeNA aims for a non-GAAP operating profit of 15.0 billion yen by FY2026, with additional goals of 5.0 billion yen for Healthcare & Medical and 3.0 billion yen for Sports & the Community over the next three years.
- DeNA has significantly shifted its business portfolio since FY2021, reducing reliance on the volatile Game Business and growing Live Streaming to over 40.0 billion yen (more than 30% of total revenue) and Sports to 20% of total revenue.
- The Live Streaming Business, driven by Pococha (5.77 million downloads as of March 31, 2024) and IRIAM, has grown to over 40.0 billion yen in revenue, with a segment profit of 5.2 billion yen in FY2023.
FY2018 2Q Result Presentation
GREE, Inc. reported FY2018 second-quarter results on February 2, 2018, with net sales of ¥19.5 billion and operating income of ¥2.3 billion, exceeding targets for both metrics. EBITDA reached ¥2.7 billion.
- GREE reported FY2018 Q2 net sales of ¥19.5 billion and operating income of ¥2.3 billion, both exceeding internal targets.
- The company is pivoting toward console gaming, with 'The Fishing Star' confirmed for Nintendo Switch and a global release currently in development.
- While year-on-year growth was positive, quarterly sales moderated by approximately 10 percentage points due to reduced advertising spend and lower commission fees.
Wojciech Ozimek: Profile and Expertise
Wojciech Ozimek has led one2tribe Sp. z o.o. for eleven years as CEO, overseeing organizational growth, product launches, sales and key client relationships.
- Wojciech Ozimek has served as CEO of one2tribe for 11 years, overseeing the development of online games and services that have reached four million subscribers globally.
- His professional focus centers on gamification and business-oriented game design, supported by his role as a senior consultant for the Cutter Consortium’s Business-IT Strategies and Enterprise Architecture teams.
- Prior to one2tribe, Ozimek held leadership roles at Infovide, where he directed development and architecture for major clients including Nordea Bank Polska, Telekomunikacja Polska S.A., and Onet.pl.
Adjust Guide to Deep Linking
This technical guide outlines the strategic importance and functional mechanics of deep linking within the mobile app ecosystem.
- Mobile app users purchase at three times the rate of those using mobile web interfaces, making deep linking a primary driver of conversion.
- Integrating deep links into owned media channels is critical for revenue, particularly as 70% of all emails are currently opened on mobile devices.
- Deferred deep links are essential for acquisition, as they route new users through the app store installation process before landing them on the specific content they originally clicked.