2026 Southeast Asia Mobile Game Marketing Report
Download PDF2026 Southeast Asia Mobile Game
Marketing Report
Presented by SocialPeta × Gamota
2
01 Market Overview and Trend Insights
Southeast Asia Market Downloads, Revenue & Mobile Game Advertising Insights
Contents
02 Vietnam Market Lens
Vietnam Market Overview: From Market Scale to Policy Landscape
03 Marketing Insights from Top Mobile Game Advertisers in Southeast Asia
Southeast Asia Marketing Cases: Leading MMOs, Chinese Mini Games & Unconventional SLGs
04 Top -Performing Creative Analysis by Popular Game Genre
RPG & Strategy Marketing Cases in Southeast Asia
3
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We b s i t e : w w w. g a m o t a . c o m
Gamota is one of Vietnam ’ s leading game publishers
35M+
GAMER BASE
~200
GAME TITLES
50+
INTERNATIONAL PARTNERS
ABOUT
Gamota is one of Vietnam ’ s leading game publishers ,with deep local expertise in the Vietnamese
mobile game market .Since 2013 ,Gamota has helped international studios reach local players through
localized publishing, market entry strategy, LiveOps, community activation, and monetization execution .
Beyond publishing, Gamota provides Vietnam market intelligence through industry reports and market
analysis, helping partners understand local player behavior, genre performance, payment context,
regulations, and growth opportunities .
With hands -on experience across RPG, Strategy, MMORPG, Card Collection, and MOBA ,Gamota
aims to be atrusted co -publishing partner for global studios entering and scaling in Vietnam .
01
Market Overview and Trend Insights
Southeast Asia Market Downloads, Revenue & Mobile Game Advertising Insights
SEA Mobile Game Market Overview
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
H1 2026 data suggests that selected SEA markets follow distinct scale -led and value -led profiles, making market choice a
question of fit rather than ranking alone.
Scale reflects reach, not spending
depth
Indonesia leads downloads, with
Vietnam and the Philippines forming the
next scale tier. Their lower IAP ranks
show that reach does not ensure equal
spending depth.
IAP leadership follows a different
structure
Thailand leads IAP revenue, while
Malaysia and Singapore monetize
strongly from smaller download bases,
suggesting denser payer activity.
Market Selection Needs Multiple
Metrics
Market priorities should reflect product
needs: scale -led titles require reach,
while high -value midcore games benefit
from stronger spending density.
0 50M 100M 150M 200M
H1 2026 Mobile Game IAP Revenue H1 2026 Mobile Game Downloads YoY
Indonesia -2.3%
Philippines -2.5%
Vietnam -1.9 %
Thailand -4.8%
Malaysia +0.5%
Cambodia +11.8%
Singapore +8.6%
Thailand -0.5%
Malaysia +1.4%
Indonesia +2.4%
Singapore -4.0%
Philippines -2.5%
Vietnam -0.4%
Cambodia +28.5%
0 500M 1.0B 1.5B 2.0B
YoY
01 Market Overview and Trend Insights
7 Source : SocialPeta, Date Range :2025/1~2026/7
2026 Y Monthly Average
Advertisers in Rotation
YoY 19.7% ↑
MoM 5.2% ↑
46.2K
2026 Y Share of Monthly New
Advertisers
14.3% Monthly New
Advertisers: 6.5K
10.0% 9.6%
12.4% 12.8%
11.8% 11.6%
12.7%
11.7% 12.8% 12.7%
13.3% 13.2%
13.8%
12.1%
18.5%
15.6% 15.3%
12.8% 12.2%
0 K
10 K
20 K
30 K
40 K
50 K
60 K
70 K
Jan,
2025
Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec Jan,
2026
Feb Mar Apr May Jun Jul
Southeast Asia Mobile Game Monthly Advertiser Trend
Active Advertisers Share of New Advertisers
• Monthly active mobile game advertisers in Southeast Asia grew 19.7% YoY and 5.2% MoM, signaling continued market expansion.
• New advertisers accounted for just 14.3%, with growth largely driven by existing advertisers scaling up investment and intens ify ing competition.
2026 Mobile Game Advertising Trends in Southeast Asia
01 Market Overview and Trend Insights
8 Source : SocialPeta, Date Range :2025/1~2026/7
68.9%
64.9%
70.1%
75.6% 74.9% 73.9% 73.4% 72.0% 74.0% 74.5% 74.3% 75.6% 73.5%
65.8%
73.4% 73.6% 76.5%
80.6%
77.5%
41.3% 38.7%
43.4% 45.5% 44.9% 44.2% 44.2% 42.3% 40.1% 38.5% 38.9%
42.4%
36.9%
29.3%
41.2% 38.8%
44.4%
48.8%
42.7%
2025 Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec 2026 Y Feb Mar Apr May Jun Jul
Monthly Trend of New Creatives and New -Creative Share
Share of Advertisers Posting New Creatives New Creative Share
74.4%
Monthly Share of Advertisers
Posting New Creatives in 2026
40.3%
Monthly Share of New
Creatives in 2026
YoY: 2.74% ↑ YoY: 2.87%↓
2026 Mobile Game Advertising Trends in Southeast Asia
• 74.4% of advertisers launch new creatives each month,
maintaining high creative activity.
• New creatives account for 40.3% monthly, with the market still
dominated by creative reuse and iteration on proven assets.
01 Market Overview and Trend Insights
9 Source : SocialPeta, Date Range :2026/1~2026/7
Category Advertiser
Share vs. Global
Casual 28.03% 8.98%
Casino 23.13% -24.63%
Puzzle 11.92% 3.60%
Simulation 7.96% 3.18%
RPG 5.76% 2.45%
Action 4.94% 1.89%
Strategy 3.84% 1.43%
Arcade 3.12% 0.77%
Adventure 2.67% 0.84%
Card 1.72% 0.38%
Category
Name
Creative
Share vs. Global
Casual 25.18% 2.04%
Puzzle 16.61% 2.27%
Casino 11.94% -11.35%
RPG 10.56% 2.32%
Strategy 9.52% 3.10%
Simulation 6.56% 0.58%
Action 5.54% 1.15%
Board 3.84% 0.54%
Card 2.36% -0.16%
Adventure 2.06% 0.15%
257
237
162
144 140 129
109 109 108 103 92
Average Monthly Ad Creatives by Top Mobile
Game Genres in Southeast Asia, 2026
2026 Marketing Trends of Popular Mobile Game Genres in Southeast Asia
Board, strategy, and puzzle games show higher ad
activity, while strategy and RPG titles drive ongoing
creative iteration through progression, combat, and
live operations.
01 Market Overview and Trend Insights
10
Video Creative Duration 1
Video , 73.7%
Image ,
26.0%
Creative Format Share of Southeast Asian
Mobile Games, 2026
Image Creative Format 2
12.4% 40.0% 36.7% 10.9%
≤15s 16-30s 31-59s ≥60s
11.1% 60.5% 27.0%
Vertical Horizontal Square Other
78.2%
20.5%
2025 Y
70.4%
27.5%
2024 Y
2026 Mobile Game Advertising Trends in Southeast Asia
Video creatives dominate Southeast Asia mobile game advertising,
accounting for 73 .7% of total creatives .
With major differences in network quality across the region, mid -length
videos better balance loading costs and gameplay communication,
especially in markets like Indonesia and the Philippines .
Source : SocialPeta Date Range :2026/1~2026/7
01 Market Overview and Trend Insights
11
Advertisers : Android remains the main UA platform in Southeast Asia,
accounting for 83.3% . iOS advertiser share for midcore and hardcore
games is about 1.5 × that of casual games.
Creatives: iOS accounts for 23.7% of creatives versus 16.7% of advertisers.
Midcore and hardcore games invest about 2× more in iOS creatives than
casual games, indicating stronger creative competition.
Shares of mobile game advertisers on iOS and Android
iOS Android
Overall Advertiser Share
iOS
16.7%
Android
83.3%
Advertiser Share by Country
16.6% 16.7% 13.5% 15.9% 14.9% 14.2%
83.4% 83.3% 86.5% 84.1% 85.1% 85.8%
Vietnam Thailand Indonesia Singapore Malaysia Philippines
Shares of Advertisers on iOS & Android by Top Genre
RPG Strategy Puzzle Casual Simulation Adventure Casino Action Board Sports
Shares of Creatives for Mobile Games on Android and iOS
iOS Android
Overall Creative Share
iOS
23.7%
Android
76.3%
Creative Share by Country
25.8% 25.5% 21.8% 25.7% 25.7% 22.8%
74.2% 74.5% 78.2% 74.3% 74.3% 77.2%
Vietnam Thailand Indonesia Singapore Malaysia Philippines
Shares of Creatives on iOS & Android by Top Channel
RPG Strategy Puzzle Casual Simulation Adventure Casino Action Board Sports
Source : SocialPeta Date Range :2026/1~2026/7
Shares of Southeast Asia Mobile Game Advertisers & Creatives on iOS & Android in 2026
01 Market Overview and Trend Insights
12
11 Last Z: Survival
Shooter Omnilojo Pte Ltd
12 Amaze GO! Oakever Games
13 Block Blast! Hungry StudioStudio
14 Ragnarok: The
New World
Gravity Game Vision Limited
15 Blackjack Word Search Puzzle Games
16 Township Playrix
17 Gardenscapes Playrix
18 Lands of Jail
SINGAPORE JUST GAME TECHNOLOGY PTE.LTD.
19 Epic Route:Ahead Stockpicker Inc
20 Eternal Sword Pact Leniu Games
1 Mystery Town:
Merge Games
Cedar Games Studio
2 Dark War Survival Omnilojo Pte Ltd
3 Tile Explorer Oakever Games
4 Vita Mahjong Vita Studio
5 Zen Word® Oakever Games
6 Mahjong Blast Nebula Studio
7 Jigsawcard
Solitaire Puzzle Oakever Games
8 Block Crush! Wonderful Studio
9 Higgs Games
Island Higgs Games
10 Honor of Kings Level Infinite
11 3D World Puzzle Tran Dinh Hung
12 Wulin Master
Vietnam Interactive Television JSC
13 Kingshot Century Games PTE. LTD.
14 Mystery Town:
Merge Games
Cedar Games Studio
15 Savage Survival:
Jurassic Isle Phantix Games
16 Top War: Battle
Game RiverGame
17 Thế Giới Hoa Viên
Của Tôi
Gen Z Media Company Limited
18 Foundation:
Galactic Frontier
FunPlus International AG
19 Match Villains Good Job Games
20 Lands of Jail
SINGAPORE JUST GAME TECHNOLOGY PTE. LTD.
1 Tile Explorer Oakever Games
2 Ragnarok: The
New World
Gravity Game Vision Limited
3 Vita Mahjong Vita Studio
4 Zen Word® Oakever Games
5 Gardenscapes Playrix
6 Amaze GO! Oakever Games
7 Eternal Sword
Pact Leniu Games
8 Dragon Traveler GameTree Entertainment
9 Dawnbound
Heroes
Storm Interactive Entertainment Limited
10 Samkok : Blood
Oath LUMENCODE
iOS Android
Source : SocialPet a Date Range :2026/1~2026/7
Top 20 Mobile Games by Advertising in Southeast Asia , 2026
01 Market Overview and Trend Insights
02
Vietnam Market Lens
Vietnam Market Overview: From Market Scale to Policy Landscape
Why Vietnam Matters in Southeast Asia
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Vietnam combines proven acquisition scale with meaningful monetization headroom, making it a compelling market for deeper
analysis.
Selected SEA Markets: Download vs. IAP Revenue Share, H1 2026
0% 10% 20% 30% 40% 50%
0%
5%
10%
15%
20%
25%
Share of Selected SEA Downloads (H1 2026)
High -scale with value headroom
Indonesia
Singapore
Philippines
Vietnam
Cambodia
Malaysia
Thailand
Scale leader
Value -led market
Share of Selected SEA IAP (H1 2026)
VIETNAM AT A GLANCE
Share of selected SEA downloads 18.3%
Share of selected SEA IAP revenue 10.6%
Download ranking Top 3
? WHY VIETNAM WARRANTS A CLOSER LOOK
Proven acquisition scale: Vietnam generated nearly one -fifth
of selected SEA downloads, placing it among the region’s
largest mobile game acquisition markets.
Meaningful monetization headroom: Vietnam’s IAP share
trails its download share, suggesting further value potential,
especially beyond store payments.
Local execution can unlock value: Recognizable themes,
deep progression, visible value, and localized payments can
convert scale into durable player value.
Vietnam offers proven scale and credible monetization
upside, warranting a deeper local lens.
02 VIETNAM MARKET LENS
Vietnam Market Entry Context
Source :Resolution 80-NQ/TW ; Decrees 147/2024 , 174/2026 and 356/2025 ; Personal Data Protection Law 91/2025 ; NSO ; Ministry of Science and Technology ; PTIT ; Vietnam Women’s Academy ; Gamota analysis. Adapted PESTEL framework. Date Range :2026/1~2026/6
Vietnam’s market -entry fundamentals are strengthening, but sustainable success increasingly depends on compliance -ready,
locally adapted, and technology -enabled execution.
Policy & Regulation
Supportive direction, tighter
execution
Resolution 80 elevates games as a
cultural industry and exportable creative
product.
Decree 147/2024 sets stricter rules on
licensing, player verification, minors,
and virtual items.
Decree 174/2026 and personal data
protection rules strengthen penalties,
privacy, and governance.
Economic Conditions
Growth with affordability
considerations
GDP grew 8.18% YoY in H1 2026,
supported by strong domestic activity.
Average CPI rose 4.38%, keeping
affordability relevant for pricing
decisions.
Tech & Infrastructure
Wider connectivity, smarter
operations
110.5M mobile broadband subscriptions
and 91.3% smartphone usage as of Apr
2026.
5G subscriptions reached ~23 million (as
of February 2026), and continue to
expand alongside 4G coverage.
AI-enabled operations can support
localization, QA, customer support,
Live -Ops, creative production, and UA.
Social & Community
Expanding talent, local execution
advantage
Game -focused university programs are
expanding the local talent pipeline.
Competitive and social games remain
prominent in download and revenue
rankings.
Community behavior and cultural
relevance shape retention and
engagement.
Market Entry Implication
Build licensing, identity, privacy,
and payment compliance into
the launch plan from day one.
Market Entry Implication
Calibrate price points,
bundles, payment options,
and monetization cadence to
local purchasing power.
Market Entry Implication
Optimize for 4G/5G delivery,
with AI supported by human
review, IP safeguards, and
data governance.
Market Entry Implication
Strengthen local Live -Ops,
community management,
cultural adaptation, and
publisher –studio collaboration.
02 VIETNAM MARKET LENS
Source: Multiple mobile market intelligence sources; Gamota analysis. Data cover midcore titles officially available and compliant in Vietnam. Date Range :2026/1~2026/6
Vietnam Download Trend in H1 2026
Vietnam’s mobile game downloads regained momentum toward mid -year, suggesting stronger product -market fit in the late -H1
release mix.
76.5M
H1 downloads
–9.7%
YoY downloads
14.0M
June downloads
Highest Month
June 2026
The demand base remained stable
Vietnam generated 76.5M downloads in H1 2026, with monthly volume
staying relatively stable before the May –June rebound.
Rebound reflected stronger product -market fit
May –June gains aligned with stronger Sim Sports, Shooter, and
familiar RPG formats , supported by football IP, nostalgia, and
recognizable themes.
Pipeline quality mattered more than volume
Titles with recognizable themes, familiar gameplay, and category
demand were more likely to convert launch visibility into downloads
than a volume -led approach .
Vietnam Mobile Game Downloads, H1 2026
0M
5M
10M
15M
12.9M
Jan
12.4M
Feb
12.6M
Mar
11.8M
Apr
12.7M
May
14.0M
Jun
02 VIETNAM MARKET LENS
Source: Multiple mobile market intelligence sources; Gamota analysis. Total revenue includes estimated IAP and localized payment chan nel s; Data cover midcore titles officially available and compliant in Vietnam. Date Range :2026/1~2026/6
Vietnam Revenue Trend in H1 2026
Vietnam’s mobile game revenue grew 7.5% YoY, while a stable monthly baseline suggests resilient value capture across H1.
Vietnam Mobile Game Total Revenue, H1 2026
$0M
$8M
$16M
$24M
$32M
$30.6M
Jan
$28.7M
Feb
$28.7M
Mar
$28.8M
Apr
$30.5M
May
$29.8M
Jun
$177.0M
H1 total revenue
+7.5%
YoY revenue
$28.7M – $30.6M
Monthly range
Stable Baseline
Across H1 2026
Revenue growth outpaced acquisition
Revenue grew 7.5% YoY despite lower downloads, suggesting that
H1 growth was not primarily driven by higher acquisition volume.
A resilient monthly baseline
Monthly revenue remained between $28.7M and $30.6M throughout
H1, with performance distributed relatively evenly across the six
months.
Visible value may support payment conversion
In progression -led segments, purchases offering power, rank,
collection, or status gains may support conversion; local payments
can also reduce transaction friction.
02 VIETNAM MARKET LENS
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Download -Led Subgenres
Established categories continued to anchor H1 download scale, while Sim Sports, Shooter, and Idle RPG emerged as notable
growth pockets.
Top 10 Subgenres by Downloads, H1 2026
Subgenre Downloads Share YoY
Battle Royale 10.05M 13.1% -22.3%
Sim Sports 8.68M 11.3% +242.2%
4X Battle 7.94M 10.4% -15.4%
Sandbox 6.68M 8.7% -26.9%
MMORPG 6.57M 8.6% -47.8%
MOBA 6.46M 8.4% -26.4%
Idle RPG 5.99M 7.8% +21.4%
Team Battle 4.62M 6.0% -30.5%
Avatar Life 4.44M 5.8% -46.0%
Shooter 3.78M 4.9% +181.0%
85.3%
Top 10 Share
34.9%
Top 3 Share
Growth broadened the mix without displacing leaders
• Established scale: Battle Royale and 4X Battle stayed in the Top
3 despite lower YoY downloads, showing leadership can persist
through softer acquisition.
• Selective growth: Sim Sports, Shooter, and Idle RPG were the
only Top 10 growers, consistent with familiar themes, gameplay,
and accessible progression.
• Broader mix: Faster -growing categories gained relevance, but
established genres retained the largest download pools —
indicating diversification rather than a structural shift.
02 VIETNAM MARKET LENS
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Revenue -Led Subgenres
H1 revenue remained concentrated in three large categories, while growth broadened through both traffic -supported and revenue -le d
gains.
87.4%
Top 10 Share
43.0%
Top 3 Share
Top 10 Subgenres by Total Revenue, H1 2026
Subgenre Revenue Share YoY
MMORPG $29.9M 16.9% +1.0%
Battle Royale $26.8M 15.2% +2.6%
4X Battle $19.3M 10.9% -1.8%
Team Battle $16.3M 9.2% +17.2%
MOBA $13.5M 7.6% -35.1%
Idle RPG $13.4M 7.6% +40.2%
Avatar Life $9.7M 5.5% +6.2%
Shooter $9.2M 5.2% +579.4%
Sim Sports $8.5M 4.8% +80.7%
Auto Chess $8.2M 4.6% -21.9%
H1 revenue combined a stable core with two growth paths
• A stable revenue core: MMORPG, Battle Royale, and 4X Battle
generated 43.0% of H1 revenue, with only modest YoY
changes despite their different operating models.
• Traffic -supported growth: Sim Sports, Shooter, and Idle RPG
expanded across both downloads and revenue, suggesting that
broader acquisition contributed to their H1 gains.
• Revenue -led growth: Team Battle revenue rose despite lower
downloads, suggesting that its revenue growth was less closely
tied to download expansion.
02 VIETNAM MARKET LENS
Source :Multiple mobile market intelligence sources; Gamota analysis. Quadrants use median H1 downloads (6.52M) and total revenue ($13.45M) across the 10 subgenres shown. Positions are relative within this peer set, with classifications based on unrounded values. YoY shifts use the corresponding period -specific medians. Date Range :2026/1~2026/6
Traffic -to -Value Matrix
H1 category positions suggest four distinct traffic -to -value profiles rather than a single path from scale to revenue.
Traffic -to -Value Matrix by Subgenre, H1 2026
0M 2M 4M 7M 9M 11M $0M
$8M
$16M
$24M
$32M
Battle Royale
Sim Sports
4X Battle
Sandbox
MMORPG
Team Battle
H1 Downloads
H1 Total Revenue
Idle RPG MOBA
Shooter Avatar Life
Scale + Value Leaders
These categories combine above -median downloads and revenue, consistent with
competitive communities, long -term progression , and accumulated player investment .
Battle Royale, 4X Battle, MMORPG
Traffic -Led
Downloads over -index relative to revenue, making conversion a key priority. Sim
Sports entered this profile following strong YoY expansion, signaling broader reach
but continued value headroom.
Sim Sports, Sandbox
Value -Led
Revenue over -indexes relative to downloads, suggesting that retention and
competitive depth may matter more than scale alone. MOBA shifted into this profile as
downloads softened , while revenue remained marginally above the benchmark .
Team Battle, MOBA
Emerging / Niche
These categories remain below both benchmarks. Idle RPG and Shooter stand out as
growth watchlist categories , but have yet to reach established scale.
Idle RPG, Avatar Life, Shooter
Green lines indicate median benchmarks
02 VIETNAM MARKET LENS
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Top Games by Downloads
H1 download leaders reflect three pathways: competitive communities, familiar propositions, and participatory social play.
1 IMG Free Fire MAX 8.08M
2 IMG FC Mobile VN 6.95M
3 IMG Roblox VN 6.68M
4 IMG Garena Liên Quân Mobile 4.36M
5 IMG Play Together VNG 2.78M
6 IMG Thế Giới Hoa Viên Của Tôi 2.32M
7 IMG Crossfire: Legends 2.16M
8 IMG Mobile Legends: Bang Bang FT 1.75M
9 IMG Return to Childhood – Life Sim 1.66M
10 IMG Thời Đại Anh Hùng 1.60M
Top 10 Games by Downloads, H1 2026 Multiple demand pathways shaped the H1 ranking
• Competitive communities remained a major acquisition engine: Four of the Top 10
were competitive titles, indicating that ranked play, team identity, and established
player networks continued to support discovery and repeat engagement.
• Familiar propositions reduced discovery friction: A recognizable football
experience helped propel FC Mobile VN to #2, illustrating how familiar interests
and intuitive play patterns can reduce product education.
• Participatory social play broadened demand: Four social or sandbox -oriented titles
reached the Top 10, showing that creation, self -expression, co -play, and
accessible daily routines can scale beyond core competitive audiences.
The Top 10 captured 50.1% of H1 downloads, indicating that demand remained
distributed across multiple propositions rather than dominated by one format.
02 VIETNAM MARKET LENS
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Top Games by Revenue
H1 revenue was less concentrated than downloads, with value spread across competitive, social, RPG, and sports titles.
The Top 10 accounted for 43.2% of H1 revenue, below their 50.1% share of
downloads, while no title exceeded 10% — indicating a distributed mix of monetization
models.
Different forms of player investment supported H1 revenue
• Competitive identity anchored the ranking: Six of the Top 10 were competitive
titles, suggesting that ranked progression, team identity, seasonal systems, and
visible status remained important monetization foundations.
• Social ownership created meaningful value: A non -combat social title ranked #2,
showing that avatars, collections, persistent spaces, and self -expression can
generate strong spending without combat -first design.
• Familiar themes broadened the revenue mix: RPG and sports titles complemented
the competitive leaders, indicating that recognizable settings, visible progression,
and squad development provide additional routes to monetization.
1 IMG Free Fire MAX $16.7M
2 IMG Play Together VNG $9.7M
3 IMG PUBG Mobile VN $9.5M
4 IMG Garena Liên Quân Mobile $8.7M
5 IMG Đấu Trường Chân Lý $7.7M
6 IMG Crossfire: Legends $7.3M
7 IMG OMG 3Q $5.2M
8 IMG Nghịch Thủy Hàn $4.0M
9 IMG LMHT: Tốc Chiến $3.9M
10 IMG Be A Pro: Football $3.9M
Top 10 Games by Total Revenue, H1 2026
02 VIETNAM MARKET LENS
Source: Multiple mobile market intelligence sources; Gamota analysis. First -two -month results compare early -stage performance; KPI cards reflect Crossfire: Legends’ H1 2026 performance. Date Range :2026/1~2026/6
Crossfire: Legends: Performance Proof
Crossfire: Legends generated the strongest early revenue among comparable tactical shooters despite having a relatively small download
base.
First -Two -Month Downloads vs. Revenue
$0M
$1M
$2M
$3M
$4M
0M 1.5M 2.5M 3.5M 4.5M
First -two -month downloads
First
-two
-month revenue
Crossfire: Legends
(2.39M downloads, $3.58M revenue)
Delta Force (3.89M downloads, $0.48M revenue)
Smallest traffic,strongest early revenue
Call of Duty: Mobile VN(2.94M downloads, $0.82M revenue)
$7.32M
H1 Revenue
2.16M
H1 Downloads
#6
by Revenue
#7
by Downloads
Why it stands out
Smaller traffic, stronger revenue: The title generated substantially more
launch -window revenue than higher -download tactical shooters.
A monetization gap was already visible: Comparable tactical shooters
generated meaningful launch traffic but substantially lower revenue.
Demand converted quickly: The result suggests that an established
tactical -shooter audience was willing to spend when the proposition
matched familiar expectations.
H1 2026 Snapshot
02 VIETNAM MARKET LENS
Why Crossfire: Legends Converted Value
Source: Gamota analysis. Date Range :2026/1~2026/6
Familiar Tactical Identity
Classic bomb -defusal rules, multi -route maps ,
and short time -to -kill created a recognizable
tactical loop for players familiar with the
Crossfire and Counter -Strike tradition.
High -Stakes Social Mastery
Fast matches, punishing mistakes, and close
team coordination made skill expression highly
visible , creating clutch moments and shared
memories within player groups.
Visible & Functional Value
Weapon and character skins could offer
combat -stat or supplementary effects , while
stickers, charms, and visual customization
strengthened ownership and collection appeal.
Three product strengths help explain how Crossfire: Legends converted relatively modest launch traffic into unusually strong early
revenue.
Value created:
Lower learning friction
Value created:
Status and shared memories
Value created:
Utility and personalization
02 VIETNAM MARKET LENS
Play Together: Acquisition Durability
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Play Together remained a Top 5 download title in H1 2026, showing how accessible social play can sustain market relevance years after
launch.
Long -Term Acquisition Durability
2021
Global launch
International release; early Vietnamese players accessed the game.
2022
Official Vietnam
Launch
Localized launch strengthened local relevance and accessibility.
2023 –2025
Sustained local
traction
Ongoing events, updates, and repeatable social loops supported continued user interest.
H1 2026
Continued Top –
Tier Performance
The title ranked #5 by downloads and #2 by revenue in H1 2026.
2.78M
H1 Downloads
#5
Download Rank
$9.67M
H1 Revenue
#2
Revenue Rank
What sustained user acquisition
Accessible presentation: Broad visual appeal
and relatively accessible device requirements
lowered trial friction.
Familiar social fantasy: Avatars, friendship,
shared spaces, and self -expression created an
intuitive social proposition.
Multiple entry points: Collecting, decorating,
mini -games, role -play, and co -play gave users
varied reasons to enter and return.
02 VIETNAM MARKET LENS
How Play Together Sustains Acquisition Relevance
Source: Gamota analysis. Date Range :2026/1~2026/6
Play Together sustains acquisition relevance by balancing long -term collection goals, short -session excitement, and community -created
social experiences.
The Play Together Social Engagement System
Long -term collection goals create daily purpose
and repeat engagement. Crafting, cosmetics,
and visible progress strengthen ownership and
identity.
Collections
Short, varied matches introduce excitement and
change the pace of play. Multiplayer competition
supports repeat participation.
Party Games
Player -created role -play, spaces, and scenarios
deepen social connection. Community -led
activities continuously generate new
experiences.
UGC
Avatar and home customization reinforce identity, ownership, and self –
expression across the system.
02 VIETNAM MARKET LENS
What the Two Cases Suggest for Vietnam
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Crossfire: Legends and Play Together illustrate two distinct but complementary paths to performance in Vietnam: converting familiar value
from a smaller traffic base and sustaining broad reach through repeatable social systems.
Dimension
Value -Led Route
Crossfire: Legends
Primary Objective
Convert a relatively modest acquisition base into strong
early revenue.
Sustain broad acquisition and long -term market
relevance beyond launch.
Core Product Engine
Familiar tactical play, visible team mastery, and
functional and cosmetic value.
Collections, Party Games, UGC, and co -play create
varied reasons to return.
Player Value
Clear utility, status, and ownership give players
understandable reasons to spend.
Identity, belonging, and self -expression make
participation easy to repeat.
Observed Signal
First -two -month revenue materially exceeded that of
comparable tactical shooters with higher downloads.
Ranked #5 by downloads and #2 by revenue in H1 2026,
nearly four years after its official Vietnam launch.
Shared Foundation: Local familiarity × repeatable engagement × visible value × sustained execution
These cases illustrate two viable performance pathways in Vietnam. Publishers should clarify whether scale or value is the pr ima ry objective, then align
product, community, and monetization systems accordingly.
Scale -Led Route
Play Together
Tactical Shooter Life Sim
02 VIETNAM MARKET LENS
Implications for International Publishers
Source: Multiple mobile market intelligence sources; Gamota analysis. Date Range :2026/1~2026/6
Vietnam’s H1 pattern suggests a selective H2 playbook: begin with a clear scale or value thesis, then align product design, m one tization,
and local execution around the same player motivation.
02 VIETNAM MARKET LENS
Enter through the right
performance route
Acquisition -led entry: Sim Sports is the
clearest H1 growth pocket, while social and
sandbox leaders show how participatory play
can sustain reach over time.
Value -led entry: Battle Royale, 4X, and
MMORPG remain established scale -and –
value categories; Team Battle suggests a
retention -led route.
Design around one
recognizable value engine
H1 leaders gave players clear reasons to
return or spend. Competitive products
surfaced mastery, rank, utility, and status ;
social products deepened collection, identity,
co -play, and self -expression .
Events, rewards, bundles, and payment
access should reinforce one core motivation ,
not operate as disconnected systems.
Build local execution into
the entry model
Publishers without established in -market
capabilities should engage a Vietnamese co –
publishing partner before launch .
A local partner can align compliance,
payments, and local execution. Broader UA
should follow localized validation of the
intended scale or value engine .
Choose the route, prove the value engine locally, and scale through execution built for Vietnam.
03
Marketing Insights from Top Mobile
Game Advertisers in Southeast Asia
Southeast Asia Marketing Cases: Leading MMOs, Chinese Mini Games & Unconventional SLGs
30
mobvista
ironSource
UnityAds
Vungle
Pangle
Applovin
TikTok
YouTube
Meta
Admob
Advertising Channel Distribution
0.0 K
0.2 K
0.4 K
0.6 K
0.8 K
1.0 K
1.2 K
1.4 K
1.6 K
2/1 2/15 3/1 3/15 3/29 4/12 4/26 5/10 5/24 6/7 6/21 7/5 7/19
Creative Volume by Platform in 2026
iOS Android
03 Marketing Insights from Top Mobile Game Advertisers in Southeast Asia
Thế Giới Hoa Viên Của Tôi GEN Z MEDIA
180 Days +
Cumulative Advertising Days
15K
Cumulative Creative Volume
Chinese flower -growing mini -games Perform Strongly in the Vietnam market
Source : Ad data from SocialPeta -Advertiser Analysis module; Date Range :2026/2~2026/7
Video , 84.3%
Image , 15.6%
Share of Creatives by Format
iOS :2026 Y2M
Android :2026 Y2M
iOS :57.0%
Android :43.0%
Casual
Puzzle
Simulation
Word
Arcade
Adventure
Card
Action
Board
Strategy
Creative Distribution by Media
31
Advertising Channels
Creative Data Vertical 720 x 1280
Language Vietnamese
Target Market Vietnam
Video Creative | Vertical 720×1280 | ~41s
Source : SocialPeta Date Range :2026/2~2026/7
Creative Analysis | Thế Giới Hoa Viên Của Tôi
Click to Play
Gameplay Recording Simulation
2D Chinese Ink -Style Casual & Relaxing Authentic Experience
Advertising Overview (SocialPeta)
390K
Impressions
299
Popularity
86K
Creative Score
51 Days
Duration
Game Genre Casual / Simulation / Collection & Growth
Art Style 2D Chinese Ink / Bright / High -Saturation
Creative Type Gameplay Recording
Theme Tags City Building / Collection & Progression / Romantic
First Seen 2026 -04 -08
Creative Structure & Key Highlights
Chat -Style Hook Gameplay Showcase Bouquet + Download CTA
Highlight 1: Chat -Style Hook — Opens with a familiar chat interface to create instant immersion and improve early retention.
Highlight 2: Ink Art + Real Flowers — Combines 2D Chinese ink visuals with real bouquets, creating strong contrast and a
distinctive visual identity.
Highlight 3: Relaxing Emotional Appeal — Blends romance and relaxation to engage Southeast Asian female casual gamers and
encourage organic sharing.
Highlight 4: Clear Conversion CTA — Ends with real bouquet footage and a clear download prompt. 51 days of continuous
advertising indicates strong long -term creative performance.
32
Vungle
Pangle
Moloco
ironSo…
Applovin
YouTube
Admob
TikTok
Meta
Advertising Channel Distribution
0.0 K
0.5 K
1.0 K
1.5 K
2.0 K
2.5 K
3.0 K
3.5 K
4/1 4/8 4/15 4/22 4/29 5/6 5/13 5/20 5/27 6/3 6/10 6/17 6/24 7/1 7/8 7/15 7/22 7/29
Creative Volume by Platform in 2026
iOS Android
Ragnarok: The New World Gravity
120 Days +
Cumulative Advertising Days
51K
Cumulative Creative Volume
Ragnarok’s 20 -Year Legacy Dominates Southeast Asia’s RPG Market
Source : Ad data from SocialPeta -Advertiser Analysis module; Date Range :2026/4~2026/7
Video , 46.5%
Image , 53.5%
Share of Creatives by Format
iOS :2026 Y4M
Android :2025 Y4M
iOS :45.7%
Android :54.3 %
Bangladesh
Vietnam
Myanmar
Cambodia
Malaysia
Singapore
Philippines
Indonesia
Thailand
Target Countries/Regions
03 Marketing Insights from Top Mobile Game Advertisers in Southeast Asia
33 Source : SocialPeta Date Range :2026/4~2026/7
Creative Analysis | Ragnarok: The New World
Click to Play
Live -Action Spokesperson Game Montage
Stylized 3D MMORPG Classic IP
Advertising Overview (SocialPeta)
760K
Impressions
173
Popularity
12K
Creative Score
2 Days
Duration
Advertising Channel
Creative Data Vertical 968 × 1379
Language Indonesian
Target Market Indonesia
Game Genre Role -Playing / Open -World RPG / MMORPG
Art Style Stylized 3D / Bright / High -Saturation
Creative Type Live -Action Spokesperson
Theme Tags Classic IP / Nostalgia / Social Co -op
First Seen 2026 -05 -12
Creative Structure & Key Highlights
High -Emotion Live –
Action Hook Classic -IP Nostalgia Gameplay Depth Showcase
Video Creative | Vertical 576 ×1024 | ~47s
Highlight 1: High -Emotion Opening — A highly expressive live -action host quickly captures attention and improves early retention.
Highlight 2: Classic IP Nostalgia — Ragnarok’s iconic IP revives player nostalgia and social memories, lowering conversion
barriers.
Highlight 3: Indonesian Localization — Indonesian voiceover strengthens local relevance, while live action and gameplay footage
balance authenticity and gameplay communication.
Highlight 4: Multi -Layer Open -World Gameplay — Social teaming, group battles, and classic combat scenes appeal to both
returning fans and new players.
34
Moloco
Vungle
Snapchat
ironSour…
TikTok
UnityAds
YouTube
Applovin
Admob
Meta
Advertising Channel Distribution
0.0 K
2.0 K
4.0 K
6.0 K
8.0 K
10.0 K
12.0 K
1/1 1/15 1/29 2/12 2/26 3/12 3/26 4/9 4/23 5/7 5/21 6/4 6/18 7/2 7/16 7/30
Creative Volume by Platform in 2026
iOS Android
Lands of Jail EWorld
600 Days +
Cumulative Advertising Days
236K
Cumulative Creative
Volume
Breaking into the Global SLG Market with Unconventional Themes
Source : Ad data from SocialPeta -Advertiser Analysis module; Date Range :2026/1~2026/7
Video , 95.8%
Image , 3.5%
Share of Creatives by Format
iOS :2025 Y3M
Android :2024 Y9M
iOS :29.3%
Android :70.7%
Philippines
Indonesia
Thailand
Singapore
Cambodia
Malaysia
Myanmar
Vietnam
Laos
Advertiser Share by Southeast
Asian Country
03 Marketing Insights from Top Mobile Game Advertisers in Southeast Asia
35 Source : SocialPeta Date Range :2026/1~2026/7
Creative Analysis | Lands of Jail
Click to Play Full Creative
|
Video Creative | Vertical 720×1280 | ~59s
Gameplay Footage Building & Management
Stylized 3D Simulation Management Modern Prison
Advertising Overview (SocialPeta)
1.59M
Impressions
864
Popularity
400K
Creative Score
38 Days
Duration
Advertising Channel
Creative Data Vertical 720 x 1280
Language English
Target Market Indonesia
Game Genre Strategy / Simulation / Casual
Art Style Stylized 3D / Bright / High -Saturation
Creative Type Gameplay Recording
Theme Tags Prison Building / Management Simulation / Modern Prison
First Seen 2026 -05 -17
Creative Structure & Key Highlights
Building Showcase Management Progression Revenue Achievement
Highlight 1: Clear Prison -Building Gameplay — Shows the full building process from empty land to a complete prison, quickly
communicating the core gameplay loop.
Highlight 2: Bright, High -Saturation Visuals — Stylized 3D and vivid colors differentiate the game from darker prison themes and
broaden casual appeal.
Highlight 3: Achievement -Driven Management — Coin rewards, level -ups, and prison expansion reinforce progression and
conversion motivation.
Highlight 4: Midcore -Casual Positioning — The strategy, simulation, and casual mix targets a broad audience, while 38 days of
sustained advertising indicates strong long -term appeal.
04
Top – Performing Creative Analysis by
Popular Game Genre
RPG & Strategy Marketing Cases in Southeast Asia
37 Source : SocialPeta Date Range :2026/1~2026/7
Southeast Asia RPG Mobile Game Advertising Landscape
RPG advertising in Southeast Asia shows a dual -track landscape :
Ragnarok : The New World leads the RPG rankings in Indonesia,
Thailand, and the Philippines, while Vietnam is dominated by locally
published wuxia/MMO titles, with over 90 % of creatives concentrated
in the domestic market .
7,914 Advertisers
RPG advertisers active in
Southeast Asia, Jan –Jul
No.1 in 4 Rankings
Ragnarok: The New World
across Indonesia, Thailand, and
the Philippines
90%+ Domestic Share
Creative concentration of locally
published RPGs in Vietnam
Regional Leader : Ragnarok : The New World ranks No .1 among active RPG
advertisers on Android in Indonesia, Thailand, and the Philippines, as well as iOS in
Thailand . Each market contributed 5,900 –8,400 creatives, accounting for 26 %–40 %
of its global advertising .
Vietnam’s Local Ecosystem : Local publishers including VPLAY, WEPLAY, OEG,
VTC, and VNG dominate Vietnam’s RPG rankings with wuxia, xianxia , and Three
Kingdoms MMOs . 82 %–95 % of their creatives target Vietnam exclusively .
Chinese Publishers Expand Across Markets : Titles from Habby (Dicero , Archero
2), Leniu (Eternal Sword Pact, with 60 .8% of creatives focused on Indonesia), and
Century Games (Kingshot ) rank among leading RPG advertisers across multiple
markets .
Top RPG Advertisers by Key Market
Active Creatives in the Past 90 Days and Share of Global Advertising
Market Title Publisher Creative
Volume
Global
Share
Thailand Ragnarok: The New World (Android ) Gravity 8.3k 36.6%
Thailand Ragnarok: The New World (iOS ) Gravity 7.2k 39.8%
Indonesia Ragnarok: The New World Gravity 7.1k 31.4%
Philippines Ragnarok: The New World Gravity 5.9k 26.1%
Vietnam Dawnbound Heroes Siode 6.6k 23.8%
Vietnam Phượng Hoàng Tru Tiên VPLAY 5.3k 95.4%
Thailand Immortal Destiny :Chosen Heirs KEY YO 6.1k 60.9%
Indonesia Eternal Sword Pact Leniu
Games 4.6k 60.8%
04 Top -Performing Creative Analysis by Popular Game Genre
38 Source : SocialPeta Date Range :2026/1~2026/7
RPG Mobile Game Channel and Creative Insights
Meta remains the core advertising ecosystem for RPGs, while Google
channels are more prominent among anime -style and major -publisher
titles. Popular creatives are primarily 30 –40 second videos with English
copy.
82%
Share of video among
top creatives
39s
Average Duration of
Top Video Creatives
93%
Share of Meta channels
82%
Share of top creatives
using English copy
Meta -Led : Titles such as Epic Heroes and Hero Clash allocate around 93 % of
placements across Facebook, Instagram, Messenger, and Audience Network,
prioritizing scalable acquisition .
Google -Led : Brand -driven RPGs such as Genshin Impact (AdMob 33 % + YouTube
29 %), Honkai : Star Rail (YouTube 36 % + AdMob 35 %), and MythWars (AdMob 50 %)
invest heavily in Google’s video ecosystem .
High -Conversion Copy : Common hooks include free summon offers, such as
Watcher of Realms — “Claim 31 FREE Summons”, and interactive skill -choice
prompts, such as Survivor! .io — “Which skill should I take?”
Top RPG Creative Characteristics
Based on the weekly Top 100 RPG creatives reaching Southeast Asia
Dimension Data
Platform Mix Audience Network 48% + Instagram 39% (Meta ~93%)
Creative Type Video 82% / Image 18%
Video Duration Average 39s / Median 33s
Copy Language English 82%, limited local -language localization
Market
Coverage Sg 76 / MY 75 / PH 64 / TH 63 / ID 62 / VN 31
Frequent
Advertisers Let’s Go Legends! , Watcher of Realms , Kingshot , Archero 2
Note: Market coverage indicates the share of weekly Top 100 creatives running in each country.
Vietnam’s significantly lower rate reflects its more localized creative ecosystem.
04 Top -Performing Creative Analysis by Popular Game Genre
39
Top RPG Creative Analysis in Southeast Asia
Nhất Niệm Tiêu Dao
● AI-Generated | Xianxia W orld | YouTube
52K Est. Impressions 995 Popularity
Duration: 6 Days · Creative Score: 44K
Performance Boost : AI-generated 2D Chinese ink -style xianxia
combat highlights weapon design and skill effects. Vietnamese
subtitles improve local relevance while reducing high -quality CG
production costs.
Samkok: New Force
● Gameplay Recording | Three -Kingdoms Theme | FB News Feed
850K Est. Impressions 787 Popularity
Duration: 101 Days · Creative Score: 130K
Direct Gameplay Showcase: Lü Bu battles through desert enemies
with visible joystick and skill controls, reinforcing authentic gameplay.
High -value rewards amplify the sense of power and support 101 days of
sustained advertising.
LINE Idle Rangers
● Live -Action Short Drama | Fantasy Adventure | YouTube
36K Est. Impressions 967 Popularity
Duration: 23 Days · Creative Score: 600K
Story -Driven Hook : A humorous conflict around secretly playing games
under a mother’s supervision leads into rare -character summon footage,
with exaggerated reactions enhancing collection appeal and immersion.
Source : SocialPeta Date Range :2026/1~2026/7
04 Top -Performing Creative Analysis by Popular Game Genre
40 Source: SocialPetaDate Range :2026/1~2026/7
Southeast Asia Strategy Game Advertising Landscape
Survival SLGs dominate strategy game advertising in Southeast Asia.
Omnilojo concentrates nearly half of its spend in Indonesia and the
Philippines, while Vietnam is led by locally published Three Kingdoms
titles with around 90% domestic creative concentration.
Active strategy game
advertisers in Southeast Asia
Dark War Survival creatives in
the past 90 days
Creative concentration of locally
published SLGs in Vietnam
Top Strategy Advertisers by Key Market
Active Creatives in the Past 90 Days and Share of Global Advertising
Market Title Publisher Creative
Volume
Global
Share
Indonesia Dark War Survival Omnilojo 30.3k 53.3%
Philippines Dark War Survival Omnilojo 27.9k 49.2%
Thailand Last Z: Survival Shooter Omnilojo 12.6k 39.3%
Indonesia Last Z: Survival Shooter Omnilojo 11.2k 34.8%
Thailand Rise of Kingdoms: Lost
Crusade Lilith 7.3k 43.4%
Vietnam Samkok Tam Quốc VPLAY 3.8k 90.8%
Vietnam IK: Infinity Kingdom Funtap 3.1k 96.9%
Singapore Kingshot (iOS ) Century
Games 3.7k 37.6%
6.8K Advertisers 57K Creatives 89%+ Domestic Share
Survival SLGs Lead the Market : Omnilojo’s Dark War Survival ranks No .1 in
Indonesia and the Philippines, while Last Z: Survival Shooter leads in Thailand . In
some markets, Southeast Asia accounts for over half of their global advertising .
Kingshot Expands Across Markets : Kingshot ranks No .5 in Indonesia, No .3 in the
Philippines, No .3 in Thailand, and No .2 on iOS in Singapore, making it one of
Century Games’ fastest -growing strategy titles .
Vietnam’s Localization Requirements : Locally published Three Kingdoms and
strategy titles such as Samkok Tam Quốc, Tân 3Q: MAX, and IK : Infinity Kingdom
allocate 89 %–97 % of creatives exclusively to Vietnam .
Established SLGs Maintain Steady Spend : Rise of Kingdoms (No .2 in Thailand),
Doomsday, and Lords Mobile continue sustained advertising across multiple
markets .
04 Top -Performing Creative Analysis by Popular Game Genre
41 Source: SocialPeta Date Range :2026/1~2026/7
Strategy Game Channel & Creative Insights
Strategy creatives are ‘lightened’ — tower -defense/side -gameplay
packaging becomes the mainstream SLG UA hook; Meta family carries
~95% of top creatives, with videos averaging 43s and English copy as
the backbone.
86%
Share of video among
top creatives
43s
Average Duration of Top
Video Creatives
95%
Share of Meta channels
87%
Share of top creatives
using English copy
Meta Volume -Driven Type : Survival/volume -driven SLGs like Dark War Survival
(~87% Meta four channels) and Titan War (~95%) heavily invest in Meta family,
pursuing scaled user acquisition
Multi -Channel Type : Whiteout Survival (AdMob 25% + YouTube 12%), Mobile
Legends (AdMob 30% + YouTube 20% + TikTok 7%) and Lords Mobile (AdMob 17%
+ Unity 13%) evenly distribute across Google family and network channels
Side -Gameplay Hook : Punko TD, Galaxy Defense, Coop TD etc. use tower –
defense/light gameplay packaging to drive SLG traffic; ‘Play for Free’ and ‘New game
released’ phrases appear frequently
Top Strategy Game Creative Features
Weekly Top 100 Strategy Game Creatives Reaching Southeast Asia (Week of Jul 27, 2026)
Dimension Data
Platform Mix Audience Network 50% + Instagram 36% (Meta ~95%)
Creative Type Video 86% / Image 13% / Carousel 1%
Video Duration Average 43s / Median 38s
Copy Language English 87%, with limited local -language creatives
Market
Coverage Sg 72 / ID 65 / MY 57 / TH 55 / PH 55 / VN 34
Frequent
Advertisers
Kingshot 、Punko TD 、Galaxy Defense 、Clash Royale 、Dark
War Survival
Note: Market coverage indicates the share of weekly Top 100 creatives running in each country.
Vietnam’s lower rate reflects its more localized creative ecosystem.
04 Top -Performing Creative Analysis by Popular Game Genre
42
Top Strategy Game Creative Analysis in Southeast Asia
Mobile Legends: Bang Bang
● Esports Montage | MOBA | TikTok
20.62M Est. Impressions 1000 Popularity
Duration: 41 Days · Creative Score : 700K
Esports -Driven Hook : Live tournament footage and player reactions
are mixed with gameplay highlights, while kill notifications and live scores
recreate the intensity of MOBA competition and engage Indonesian
users .
Click to Play Full Creative
Honor of Kings
● Short -Video Challenge | 5v5 Battle | YouTube
820K Est. Impressions 1000 Popularity
Duration: 8 Days · Creative Score : 110K
Challenge -Style Packaging : A cartoon split -screen challenge highlights
5v5 combat, integrating hero skills into a level -based narrative . Malay –
language content strengthens relevance in Malaysia .
Free Fire: Fire Kickoff
● Comedy Story | Tactical Competition | YouTube
160K Est. Impressions 999 Popularity
Duration: 9 Days · Creative Score : 8,788
Humor -Driven Engagement : Character dances, urban parkour,
gunfights, item collection, and meme -style humor create an entertaining
entry point and lower the barrier to shooter gameplay .
Source : SocialPeta Date Range :2026/1~2026/7
04 Top -Performing Creative Analysis by Popular Game Genre
43 www.socialpeta.com
1.Data Sources
With the assistance of the world’s leading advertising intelligence and analysis tool, SocialPeta D