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AppLovin divests all its Game Studios for $900 million.

Another day, another AppLovin update! As reported by mobilegamer.biz, AppLovin is offloading its ten-game studio portfolio for $900 million as it pivots to focus entirely on Ad Tech. Check out: AppLovin Empire: Monopoly in Mobile Gaming? AppLovin’s decision to sell its gaming studios signals a major shift in the mobile gaming industry. While the company has not revealed the buyer, the move highlights the growing dominance of ad monetization over traditional game publishing. We’ve seen similar transitions before, such as [another company’s example]. Given these trends, it raises the question: will more gaming giants follow suit? This means Machine Zone, PeopleFun, Magic Tavern, Lion Studios, Belka, Athena, Clipwire, Leyi, Zenlife, and Zero Gravity will soon be under new ownership. However, AppLovin has not disclosed the buyer. More: AppLovin’s Gaming Portfolio CEO and co-founder Adam Foroughi announced the decision during the company’s […]

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Supercell’s Super Record Revenue, $3 billion in 2024

Supercell hit a record $3 billion in revenue in 2024 as all of its live games saw sales rise YoY for the first time since 2014. Let's hear from Ilkka, CEO & Co-Founder of Supercell: The past year was a rollercoaster – the good kind of. We had some unprecedented successes and unprecedented challenges. Of the many achievements, failures, risks, and lessons at Supercell that highlighted 2024, two games stand out. On one hand, Brawl Stars exploded by every conceivable metric, like I have never seen before in my entire career. Brawl Stars is a great example of what is possible to achieve even with a relatively ”old” live game when all stars align. It is also the latest example that it truly is possible to create forever games, and the best games never get “old” if you keep them […]

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Retention Radar 2025 Report

Shout out to Aarki and their new Retention Radar Report that I stumbled across. My key highlights there: • Retention Decline in Casual Games: Casual titles saw a drop in D30 retention rates, reflecting shifting user engagement and the growing challenge of sustaining player interest over time. • Rewarded Ads Continue to Dominate: Rewarded video ads outperform other formats, delivering both high retention and revenue impact, especially in Tier 2/3 regions where conversion to paying player (IAP) is harder. • Regional Monetization Differences: Emerging markets see a higher dependence on ad monetization versus in-app purchases, emphasizing the need for flexible monetization models across regions, this includes eCPM’s and localised IAP pricings. • RPGs Lead in Long-Term Retention (No Sh*t): Strategy and RPG games show the strongest long-term retention rates (D30 and beyond), highlighting the importance of deep, immersive gameplay and […]

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MTG posts 7% YoY Q4 Growth: Strong Mobile Gains and Strategic Acquisitions

In the fourth quarter of 2024, Modern Times Group generated revenue of $155 million. Snowprint made its first organic contribution to MTG's performance in Q4 2024, following its acquisition in October 2023. Modern Times Group recorded a 7% year-over-year growth in net sales, reaching $155 million, driven by 9% organic growth and a 6% increase in constant currencies, according to the firm's Q4 2024 financial results. User acquisition spending in Q4 amounted to $62, representing 40% of revenues, up from 38% in the previous year.  The tax expense amounted to -$8 million, leading to a total net income of -$22 million. Cash flow from operations was $30 million, and cash and cash equivalents at the period's end stood at approximately $324 million. Steady revenue growth in FY 2024 For the full year of 2024, MTG recorded a 3% YoY increase in net sales, […]

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Take-Two Gaming Report: Losses Increased by 36%

Take-Two Interactive released its report for the third quarter of fiscal 2025, which spanned from October 1 to December 31, 2024. Here's what it revealed. ▫️Take-Two reported net revenue of $1.36 billion, which is 1% lower than the previous year. ▫️Almost all revenue came from digital game sales—96% or $1.31 billion. ▫️The leading platform for Take-Two remained mobile, accounting for 54% of revenue. Console games contributed 37%, while PC and other platforms made up 9%. ▫️The total net bookings for the quarter rose by 3% to $1.37 billion. ▫️Losses couldn't be avoided. During the quarter, Take-Two lost $125.2 million, a 36.6% increase compared to the previous year. ▫️Overall, the company is pleased with the quarterly results. Although the mobile division led by Zynga earned less than expected (mainly due to a downturn in the hyper-casual games segment), overall operational metrics […]

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Türkiye: Rising Gaming Empire’s 5-Year

When you think of recent massive mobile gaming fundraisings, Turkiye is the first country that comes to mind.What secret sauce links Peak Games, Gram Games, and Rollic? It’s much more than their Turkiye origin—they’re architects of the casual and hyper-casual gaming boom. Their exits didn’t just validate Turkiye’s market potential; they catalyzed a 4B+ investment surge with over 150 deals in the past five years, positioning Istanbul as a strategic hub for global gaming innovation.But here’s the kicker: Those figures don’t include the seismic $2.5B fundraising (50/50 split between equity and debt) rumored to be in play for Dream Games. If confirmed, this deal wouldn’t just break a record of being the most prominent gaming fundraising; it would shatter them, surpassing even Europe’s flashiest tech rounds. To put it bluntly, Turkiye isn’t just part of the mobile gaming conversation—it’s writing […]

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The State of Mobile 2025 Report

2024 was a banner year for the mobile market, with a whopping 4.2 trillion hours spent on Apps and $150 billion in user spend.As the frontrunner in mobile market intelligence, Sensor Tower is excited to unveil our most comprehensive report yet. Packed with key insights to elevate your digital strategy, this report uncovers the trends, tactics, and campaigns that defined the year.Here's a sneak peek at what you’ll discover in the Report:📲 Connecting Mobile to In-Person: App categories that bridge digital and real-world experiences—like outdoor health & fitness, grocery, and dining—are thriving amid digital fatigue.🎮 Mobile Gaming Bounces Back: Gaming spending surged to $81 billion (+4% YoY), driven by Strategy, Puzzle, and Action games.🌍 Competition Goes Global: The e-commerce landscape heats up as Chinese giants Temu and SHEIN expand their reach.📹 Video Dominates Spending: Streaming and Social Media apps see […]

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Mobile Gaming 2022 to 2025

Mobile Gaming grew in 2024 by 5.3% YoY (Sensor Tower, worldwide data excluding China)  📲 . But downloads are lagging both on Android and iOS... are we seeing a shift towards smaller number of bigger games? At the same time concentration among top publishers is not necessarily growing🤔 ... Genres that had significant scale and high growth rates were Board, Casual, Strategy, Puzzle - they were growing both in 2024 (2024 vs 2023) and in 2023 (2023 vs 2022). All details how mobile gaming was behaving in 2024 you can find in my report  📕 📕 📕 - almost 60 pages with different data analyses, data points around mobile gaming (from various data sources).#mobilegaming #data #insights #gaming #market #mobilegaming2025

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Mobile Gaming & Apps in India

Sharing new report about Mobile, Mobile Gaming and Mobile Apps in India!!!  🇮🇳🇮🇳🇮🇳 (based on Sensor Tower, Statista, Emarketer, GWI, Stat Counter). The report provides a comparative analysis of major mobile gaming and non-mobile categories across 2022, 2023, and 2024, 𝐢𝐥𝐥𝐮𝐦𝐢𝐧𝐚𝐭𝐢𝐧𝐠 𝐭𝐡𝐞 𝐭𝐫𝐚𝐣𝐞𝐜𝐭𝐨𝐫𝐲 𝐚𝐧𝐝 𝐞𝐯𝐨𝐥𝐮𝐭𝐢𝐨𝐧 𝐨𝐟 𝐞𝐚𝐜𝐡 𝐜𝐚𝐭𝐞𝐠𝐨𝐫𝐲. 𝘕𝘶𝘮𝘣𝘦𝘳 𝘰𝘧 𝘯𝘦𝘸 𝘯𝘦𝘵 𝘴𝘮𝘢𝘳𝘵𝘱𝘩𝘰𝘯𝘦𝘴 𝘪𝘯 𝘐𝘯𝘥𝘪𝘢 𝘣𝘦𝘵𝘸𝘦𝘦𝘯 2024 𝘢𝘯𝘥 2029 𝘪𝘴 𝘦𝘹𝘱𝘦𝘤𝘵𝘦𝘥 𝘵𝘰 𝘩𝘪𝘵 𝘢𝘭𝘮𝘰𝘴𝘵 300𝘔. 𝘔𝘰𝘣𝘪𝘭𝘦 𝘨𝘢𝘮𝘪𝘯𝘨 𝘢𝘯𝘥 𝘯𝘰𝘯-𝘨𝘢𝘮𝘪𝘯𝘨 𝘳𝘦𝘷𝘦𝘯𝘶𝘦 𝘪𝘴 𝘰𝘧𝘵𝘦𝘯 𝘶𝘯𝘥𝘦𝘳𝘦𝘴𝘵𝘪𝘮𝘢𝘵𝘦𝘥 𝘢𝘴 𝘪𝘵 𝘢𝘥𝘴-𝘥𝘳𝘪𝘷𝘦𝘯 𝘮𝘢𝘳𝘬𝘦𝘵. There are many other such elements in that country. Since a lot of data points about mobile technology, gaming, and apps are scattered across various sources, I decided to compile them . It is version 2.0 of the report I did about India some time ago (based on latest data). - Mobile in India - in-app and subscriptions - in-app and in-game advertising […]

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Mobile Gaming in South East Asia

South East Asia is a region with strong potential for growth in the coming years, particularly within the mobile sector. This includes mobile gaming, non-gaming apps, and the overall mobile industry. I got a lot of questions about data for this region. For that reason I created that report covering mobile topics (with strong focus on mobile gaming and mobile apps) in South East Asia (especially: Vietnam, Thailand, Cambodia, Indonesia, Singapore, Philippines, Malaysia). - general data about internet and mobile in South East Asia - detailed data about mobile gaming in South East Asia - detailed information about mobile apps in South East Asia

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