Quo Vadis Gaming 2026
Download PDF2023 – 2025
(Key Insights and Data)
●
Users in Gaming on different platforms
●
The Attention Economy: Gaming vs. Other Leisure Spending
●
Mobile Gaming Marketability
●
Downloads and Revenue Concentration in Mobile Gaming
●
Mobile Gaming vs Non-Gaming
●
Mobile Gaming Growth (Android vs. iOS)
●
Mobile Gaming Trends by Category (iOS & Android)
●
Mobile Gaming Trends in Top Countries (iOS & Android)
Mariusz Gasiewski
https://www.linkedin.com/in/MariuszGasiewski/
new!
Quo vadis Gaming 2026?
1. Market Resilience and Cross-Platform Growth
●
Sector Stability: Gaming—particularly mobile—shows no signs of slowing down; the industry continues to outperform previous growth
estimates.
●
User Depth: The proportion of “heavy users” is rising globally, signaling a highly engaged core audience.
●
Cross-Platform Integration: Cross-device gaming is moving from a niche concept to a mainstream reality,
2. Business shifts
●
Emerging markets are the primary drivers of user growth on both Android and iOS
●
Revenue remains heavily concentrated in Western markets, despite emerging markets driving volume
●
iOS Dominance in UA: Despite Android’s global footprint, iOS continues to command a disproportionately high share of User Acquisition
(UA) spend in many regions.
3. Competition and Monetization Trends
●
Games must compete against a wide range of digital entertainment for user time and money.
●
Revenue Concentration: The mobile sector has seen a significant “winner-take-all” trend, with revenue becoming increasingly
concentrated among top-tier titles over the last few years.
●
Diversification: Non-gaming app categories are experiencing robust growth, capturing a larger share of the overall mobile market.
Summary
Gaming vs users
Penetration of mobile
gaming is still growing
There is no danger that gaming and mobile gaming will go away.
US
UK
Which of these devices do you use to play games?
Source: GWI, Q1-Q3 2025
Using of smartphones for playing games is still increasing
TR
BR
Which of these devices do you use to play games?
Source: GWI, Q1-Q3 2025
…However, that growth is moderating because adoption rates
are already very high.
PL
IN
Which of these devices do you use to play games?
Source: GWI, Q1-Q3 2025
Share of heavy users in games
is growing in many countries
Share of Heavy Users in Games is Growing Across Key Countries
Global
US
Brazil
India
UK
South Korea
Source: GWI, Q1-Q3 2025, share of the audience among internet users, 16-64
Share of specific audiences among internet users 16-64 for Mobile games
This Effect is Less Intense for PC/Console Games
Global
US
Brazil
India
UK
South Korea
Source: GWI, Q1-Q3 2025, share of the audience among internet users, 16-64
Share of specific audiences among internet users 16-64 for PC/Console games
At the Same Time, Games Must
Compete for Attention with
Other Leisure Activities
Users spend a lot of time watching streaming services or short
videos
Worldwide
US
Hours spent last week with specific medium
Source: GWI, Q1-Q3 2025
UK
South Korea
Hours spent last week with specific medium
We see this trend in Western Markets…
Source: GWI, Q1-Q3 2025
India
Brazil
Hours spent last week with specific medium
…and in Emerging Markets
Source: GWI, Q1-Q3 2025
Vietnam
Turkey
Hours spent last week with specific medium
Users spend a lot of time watching streaming services or short
videos
Source: GWI, Q1-Q3 2025
Emerging Markets Will Be
the Key Drivers of Mobile
Gaming Growth
Mobile gaming dominates non-Western markets.
Source: GWI, Q1-Q3 2025
Share of internet user who use smartphones to play games
Western markets have very low growth of new smartphones
(net new smartphones and its growth between 2025 and 2029)
Source: Statista, December 2024
Consoles are especially popular in Western countries
Share of internet user who use consoles to play games
Source: GWI, Q1-Q3 2025
…while PC gaming is popular in Europe and Latin America
Share of internet user who use personal PC / laptop to play games
Source: GWI, Q1-Q3 2025
Gaming on many devices is
becoming real thing
Share of users playing on many devices is growing
Global
US
Brazil
India
UK
South Korea
Source: GWI, Q1-Q3 2025, share of the audience among internet users, 16-64
Number of gaming devices used for playing
Business in games
Games industry exceeded
previous estimates
Gaming revenue in 2025
(estimates)
Source: Newzoo, November 2025
According to the newest Newzoo data release, the value of the global gaming industry is $197 billion in 2025. This 7.5% annual
growth exceeds previous estimates, fueled primarily by stronger-than-anticipated momentum in mobile and PC gaming
Mobile is responsible for lion’s share of players and over 50% of
total revenue
Source:Newzoo, November 2025
Majority of user’s growth in games will be coming from Mobile
Source:Newzoo Quarterly Games Update November 2025
Players growth in different regions (Newzoo estimates)
All types of gaming will have some revenue growth in the next
years
Revenue growth in different regions (Newzoo estimates)
Source:Newzoo Quarterly Games Update November 2025
Significant regional differences in gaming revenue share by
device
Revenue share by devices in different regions
Source:Newzoo Quarterly Games Update November 2025
Strong competition for user
spending, including gaming
Source: GWI, US
Fierce competition for user spending…
(internet users,
US
)
In the last month, which of these have you paid for?
Source: GWI, PL
Fierce competition for user spending…
(internet users,
PL
)
In the last month, which of these have you paid for?
Source: GWI, US
Fierce competition for user spending…
(internet users,
VN
)
In the last month, which of these have you paid for?
User perception of AI:
potential opportunities for
gaming
Users from Emerging Markets see more benefits coming from AI
Source: GWI, 2025
AI enhances my daily life
…and feel more comfortable using AI products and services
Source: GWI, 2025
I am comfortable using AI products and services
Most of people do not believe that AI-generated content can be
of high quality, even with minimum or no human input
Source: GWI, 2025
AI-generated content can be of high quality, even with minimum or no human input
There are many people who believe that AI can be developed
ethically
Source: GWI, 2025
I am confident AI can be developed ethically
Mobile gaming –
overview
Mobile gaming revenue
growth has improved over
the past few quarters
Mobile gaming revenue growth has accelerated over recent quarters
Growth of revenue and downloads in mobile gaming
Source: Sensor Tower
Mobile gaming revenue growth has accelerated over recent quarters
Growth of mobile gaming
Source: Sensor Tower
Non-gaming app categories
saw robust growth and
increased market share
Non-Gaming growth rates significantly outpaced gaming growth
Growth of revenue and downloads in non-gaming apps categories
Source: Sensor Tower
Source: Sensor Tower
Non-Gaming growth rates significantly outpaced gaming growth
Growth of revenue and downloads in non-gaming apps categories
Downloads are higher in non-gaming than in gaming
Share of downloads in different apps segments
Source: Sensor Tower, Q1-Q4 2025, worldwide
…and revenue share shows a similar trend
Share of revenue in different apps segments
Source: Sensor Tower, Q1-Q4 2025, worldwide
Entry to the industry is becoming
even more challenging over the
years (both in gaming and
non-gaming)
Concentration of mobile gaming revenue
(Google Play)
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Revenue concentration in mobile gaming grew significantly over
the last years
Concentration of mobile gaming revenue
(iOS)
Revenue concentration in mobile gaming grew significantly over
the last years
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Concentration of mobile non-gaming revenue
(Google Play)
Revenue concentration in mobile non-gaming grew even higher
than in mobile gaming
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Concentration of mobile non-gaming revenue
(iOS)
Revenue concentration in mobile non-gaming grew even higher
than in mobile gaming
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Concentration of mobile gaming downloads
(Google Play)
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Revenue concentration in mobile gaming grew significantly over
the last years
Concentration of mobile gaming downloads
(iOS)
Revenue concentration in mobile gaming grew significantly over
the last years
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Concentration of mobile non-gaming downloads
(Google Play)
Revenue concentration in mobile non-gaming grew even higher
than in mobile gaming
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Concentration of mobile non-gaming downloads
(iOS)
Revenue concentration in mobile non-gaming grew even higher
than in mobile gaming
Source: Sensor Tower, worldwide iOS + Google Play without China, 2019 – Q4 2025
Growth in mobile games
Share of iOS in User Acquisition spend is very high in many
countries
Global
Europe
UA spend share 2025
Source: AppsFlyer data
…especially in US and UK
US
UK
UA spend share 2025
Source: AppsFlyer data
Growth markets in mobile
games – Android
US is still the most important market in gaming
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Hypercasual – Android
Match3 – Android
…with many differences between top markets across game
subgenres
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Chess – Android
Ludo – Android
…with many differences between top markets across game
subgenres
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Hidden Object – Android
RPG – Android
…with many differences between top markets across game
subgenres
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Slots – Android
4X Strategy – Android
Growth markets in mobile
games – iOS
U.S. market dominance is more pronounced in iOS Gaming
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Hypercasual – iOS
Match3 – iOS
…although other markets play important roles for many
subgenres
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Chess – iOS
Ludo – iOS
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Hidden Object
RPG
…although other markets play important roles for many
subgenres
Source: Google data based on 20 000 apps, Q4 2025
Aggregated Google marketing spend by country for specific app category
Slots
4X Strategy
…although other markets play important roles for many
subgenres
In-game advertising will play a
significant role (if done
correctly)
In-game advertising is frequently undervalued within market
reports.
Source: Statista Market Insights, October 2025
Estimates for in-game advertising market
In-game advertising is huge business in US
Source: Statista Market Insights, October 2025
In-game advertising will be driven by growth of mobile ad
spending
Source: eMarketer, August 2025
Mobile ad spending, by industry as share of
total mobile ad spending in US in 2025
Mobile and nonmobile share of digital ad
spending by industry in US in 2025
In-game advertising matters in many countries
Source: Estimates based on Sensor Tower Nov 2024 – October 2025, Statista October 2025
Estimated revenue for 2025 in mln USD
Retention remains one of
the key metrics in mobile
gaming marketability.
Retention rates for top games in Gaming categories
(Gaming, US)
Source: Sensor Tower, Q4 2025, based on top 100-300 games per subcategory (by revenue)
Action
Adventure
Board
Card
Casino
Casual
Family
Music
Day 1 Retention
34%
32%
31%
31%
29%
34%
32%
34%
Day 7 Retention
12%
12%
13%
13%
11%
13%
12%
13%
Day 30 Retention
4%
5%
5%
5%
4%
4%
5%
4%
Action
Adventure
Board
Card
Casino
Casual
Educational
Music
Day 1 Retention
34%
33%
28%
32%
27%
34%
28%
32%
Day 7 Retention
11%
11%
12%
14%
10%
12%
8%
11%
Day 30 Retention
4%
4%
5%
6%
4%
5%
4%
4%
Apple App Store
Google Play
Puzzle
Racing
Role Playing
Simulation
Sports
Strategy
Trivia
Word
Day 1 Retention
32%
34%
32%
35%
37%
34%
30%
29%
Day 7 Retention
13%
11%
12%
13%
14%
13%
11%
12%
Day 30 Retention
5%
3%
4%
5%
5%
5%
4%
5%
Puzzle
Racing
Role Playing
Simulation
Sports
Strategy
Trivia
Word
Day 1 Retention
33%
34%
31%
35%
37%
33%
28%
30%
Day 7 Retention
14%
11%
11%
12%
14%
12%
10%
13%
Day 30 Retention
5%
4%
4%
4%
6%
4%
4%
5%
Google Play
Apple App Store
Retention rates for top games in Gaming categories
(Gaming, US)
Source: Sensor Tower, Q4 2025, based on top 100-300 games per subcategory (by revenue)
Retention rates are
declining in mobile gaming.
Source: GameAnalytics 2026 Mobile Gaming Benchmarks
Retention rates are declining in mobile gaming. We can observe
this across almost all data percentiles. Especially in D1 retention.
(D1, Gaming, worldwide)
Source: GameAnalytics 2026 Mobile Gaming Benchmarks
Retention rates are declining in mobile gaming. We can observe
this across almost all data percentiles.
(D7, Gaming, worldwide)
Source: GameAnalytics 2026 Mobile Gaming Benchmarks
This effect is less visible in D30 retention
(D30, Gaming, worldwide)
Mobile gaming in
details
Downloads and revenue
shares in Android
Android downloads are driven by Emerging markets
Share of Android downloads by countries, Q1 to Q4 2025
Source: Sensor Tower, Q1-Q4 2025
Android downloads are driven by Emerging markets
Android downloads by countries in mln downloads, Q1 to Q4 2025
Source: Sensor Tower, Q1-Q4 2025
Android downloads are driven by Emerging markets
Share of Android downloads by countries
Source: Sensor Tower, Q1-Q4 2025
Android in 2023
Android in 2025
US, JP, KR and top Western markets still drive the revenue
Share of Android revenue by countries, Q1 to Q4 2025
Source: Sensor Tower, Q1-Q4 2025
Top countries account for majority of in-app and subscription
revenue
Android revenue by countries in mln USD, Q1 to Q4 2025
Source: Sensor Tower, September 2024 – August 2025
Source: Sensor Tower, Q1-Q4 2025
..although there are some shifts between those countries in the
last years
Share of Android revenue by countries
Source: Sensor Tower, Q1-Q4 2025
Android in 2023
Android in 2025
iOS: Downloads and
revenue shares
iOS downloads are driven by US and China
Share of iOS downloads by countries, Q1 to Q4 2025
Source: Sensor Tower, Q1-Q4 2025
iOS downloads are driven by US and China
iOS downloads by countries in mln downloads, Q1 to Q4 2025
Source: Sensor Tower, Q1-Q4 2025
U.S. share of iOS downloads is declining
Share of iOS downloads by countries
Source: Sensor Tower, Q1-Q4 2025
iOS in 2023
iOS in 2025
US and China account for the majority of iOS revenue
Share of iOS revenue by countries, Q1 to Q4 2025
Source: Sensor Tower, Q1-Q4 2025
iOS revenue is highly concentrated in top markets
iOS revenue by countries in mln USD, Q1 to Q4 2025
Source: Sensor Tower, September 2024 – August 2025
Source: Sensor Tower, Q1-Q4 2025
U.S. share of iOS revenue grew over recent quarters
Share of iOS revenue by countries
Source: Sensor Tower, Q1-Q4 2025
iOS in 2023
iOS in 2025
Category trends in mobile
gaming
How to read genre and country reports?
●
Each bubble with the date 2025 shows growth rate for a specific genre in 2025 (Q1 –
Q4 2025 vs Q1 – Q4 2024)
●
Each bubble with the date 2024 shows growth rate for a specific genre in 2024 (Q1 –
Q4 2024 vs Q1 – Q4 2023)
●
The size of the bubble shows revenue of a specific genre (the size of bubble for
2025 bubbles shows estimated revenue in 2025 and size of the bubble for 2024
bubbles shows revenue in 2024)
●
Data for iOS categories does not include China (as China cannot be targeted by
majority of publishers). That data is included in country report.
●
All category slides include Turn-based RPG iOS 2025 data (to be able to compare
the size of different categories between slides)
●
All country slides in include GB iOS 2025 data (to be able to compare the size of
different countries between slides).
In some categories 2025 data shows stronger growth
momentum than 2024
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In most categories revenue grows faster than downloads
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
We need to remember that data does not include D2C revenue
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Some games created new subgenres…
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In most categories revenue grows faster than downloads
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Changes in small subcategories can be high, driven by just a few
games
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In most categories revenue grows faster than downloads
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In most categories revenue grows faster than downloads
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Changes in small subcategories can be high, driven by just a few
games
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Changes in small subcategories can be high, driven by just a few
games
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In many countries 2025 data is even stronger than 2024
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In many countries 2025 data is even stronger than 2024
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In many countries 2025 data is even stronger than 2024
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In many countries 2025 data is even stronger than 2024
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Country trends in mobile
gaming
How to read genre and country reports?
●
Each bubble with the date 2025 shows growth rate for a specific genre in 2025 (Q1 –
Q4 2025 vs Q1 – Q4 2024)
●
Each bubble with the date 2024 shows growth rate for a specific genre in 2024 (Q1 –
Q4 2024 vs Q1 – Q4 2023)
●
The size of the bubble shows revenue of a specific genre (the size of bubble for
2025 bubbles shows estimated revenue in 2025 and size of the bubble for 2024
bubbles shows revenue in 2024)
●
Data for iOS categories does not include China (as China cannot be targeted by
majority of publishers). That data is included in country report.
●
All category slides include Turn-based RPG iOS 2025 data (to be able to compare
the size of different categories between slides)
●
All country slides in include GB iOS 2025 data (to be able to compare the size of
different countries between slides).
The U.S. market is slowly declining in importance by revenue, but
it is still the largest.
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
In most countries revenue grows faster than downloads
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
…especially in 2025
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
…and in Android
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Some countries had significant revenue growth in 2025
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
…although downloads growth was very low across many countries
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
…although downloads growth was very low across many countries
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
Smaller markets are dwarfed by the size of GB but contributed
significantly to total gaming growth.
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Smaller markets are dwarfed by the size of GB but contributed
significantly to total gaming growth.
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Some countries had significant revenue growth in 2025
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
Some countries had significant revenue growth in 2025
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
…although downloads growth was very low across many
countries
(worldwide, 2024 vs 2025 and 2023 vs 2024, size of bubble = revenue)
growth rate in revenue in YoY
growth rate in downloads in YoY
Source: Sensor Tower, 2023 – 2025, size of bubble = downloads
1. Market Resilience and Cross-Platform Growth
●
Sector Stability: Gaming—particularly mobile—shows no signs of slowing down; the industry continues to outperform previous growth
estimates.
●
User Depth: The proportion of “heavy users” is rising globally, signaling a highly engaged core audience.
●
Cross-Platform Integration: Cross-device gaming is moving from a niche concept to a mainstream reality,
2. Business shifts
●
Emerging markets are the primary drivers of user growth on both Android and iOS
●
Revenue remains heavily concentrated in Western markets, despite emerging markets driving volume
●
iOS Dominance in UA: Despite Android’s global footprint, iOS continues to command a disproportionately high share of User Acquisition
(UA) spend in many regions.
3. Competition and Monetization Trends
●
Games must compete against a wide range of digital entertainment for user time and money.
●
Revenue Concentration: The mobile sector has seen a significant “winner-take-all” trend, with revenue becoming increasingly
concentrated among top-tier titles over the last few years.
●
Diversification: Non-gaming app categories are experiencing robust growth, capturing a larger share of the overall mobile market.
Summary
Proprietary + Confidential
About author
Mariusz Gasiewski
CEE Mobile Gaming and Apps Lead, Google