Mobile Legends: Bang Bang from Moonton achieved explosive growth, pushing lifetime gross revenue past $502.5 million as of Sensor Tower data. User spending increased annually, peaking at $214.1 million in 2019, up 36% year-over-year, with December 2019 as its best month ($24.4 million) following version 2.0. Asia drove 61% of revenue ($307 million), making it the top-grossing MOBA in Asia excluding China, ahead of Tencent's Honor of Kings ($251.4 million).
Malaysia led with $87.5 million (17% of total), followed by Indonesia ($69.2M, 14%) and the US ($64.1M, 12.8%). Google Play contributed $340 million (68% of revenue) and 250.7 million (89%) of 281.3 million total downloads. Average revenue per download is $1.80.
Top download countries: Indonesia (100.1M, 36%), Philippines (41.2M, 15%), Vietnam (21.3M, 8%). First-mover advantage in key markets like Malaysia, Indonesia, and the US helped it surpass Honor of Kings outside China.
Top 1% of publishers got 80% of global app downloads in Q3 2019. In games, they earned 95% of revenue. Discoverability and ASO are crucial for the remaining 99% to compete.
In 2019, users spent $83.5 billion globally on apps and mobile games, up 17% from 2018. App Store revenue hit $54.2 billion, while Google Play reached $29.3 billion. Games accounted for 74% of spending. First-time installs totaled 114.9 billion, with Google Play leading growth.
TikTok had its best month in February 2020 with nearly 113 million downloads, 96% Y/Y growth. India led with 46.6M installs, followed by Brazil and US. Revenue hit $50.4M, up 784% Y/Y, mostly from China.
TikTok surpasses 1.5 billion downloads, ranking 3rd most downloaded non-gaming app in 2019. India leads with 31% of installs, China 11.5%, US 8.2%. Revenue hits $175M, mainly from China (48.3%) and US (35.7%).
India's mobile app market hit record revenue of $345M in Q2 2026, with non-gaming up 50% YoY. For ad ops, key opportunities lie in short drama apps (Story TV tripled ad spend), AI subscriptions, and ad-supported games like arrow puzzles, which generate over 11% of global ad revenue from India. Gaming revenue grew 10% YoY, outperforming global decline. Hypercasual game ad revenue rose 180% QoQ. India is transitioning from an acquisition market to a monetization powerhouse, offering scalable ad inventory across entertainment, local commerce, and casual gaming.
Fate/Grand Order surpassed $4 billion in lifetime player spending, with 81.5% from Japan. It generated $1 billion annually in 2018 and 2019, and became Japan's top-grossing mobile game in 2020.
TikTok hit 738M downloads and $177M revenue in 2019, growing 5x from 2018. India led downloads (44%). China topped revenue (69%). Q4 was best quarter. App faces privacy challenges but growth persists.
August mobile gaming saw stable revenue at $6.57B and downloads at 3.76B. Honor of Kings led revenue through major events, while Tencent titles accounted for 5 of top revenue growth spots, driven by China. Download trends highlighted open-world crime games (Gangstar Mirage City), ASMR unboxing (Mystery Dumpling), and casual vehicle titles, with high growth in India, Brazil, and Turkey. For ad ops, seasonal events, limited-time cosmetics, and localized partnerships are key to engagement; emerging genres and fast-growth markets present new user acquisition opportunities. Live-ops pacing is critical for monetization.
August mobile gaming saw stable revenue at $6.57B and downloads at 3.76B. Honor of Kings led revenue through major event...
Japan's mobile gaming market remains a revenue powerhouse, generating over $10B in IAPs in the past year despite a sligh...
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