2025年全球游戏下载量达520亿次,其中移动端占绝大多数,Google Play下载量420亿,App Store下载量虽仅为前者四分之一,但游戏内购(IAP)收入高出75%。PC/Console平台下载量20亿,但付费属性更强,每次下载贡献更高收入。Steam以领先37%的下载量成为PC/Console最大平台,PlayStation和Xbox合计下载11.7亿。
移动端市场策略正从用户获取(UA)转向用户生命周期价值(LTV)提升。2025年App Store和Google Play连续第三年实现收入增长,尽管下载量下降,用户使用时长微增,表明市场重心正从新用户获取转向存量用户变现。战略类游戏驱动主要区域收入增长,尤以《Last War: Survival》和《Whiteout Survival》为代表,而策略类也是唯一在亚洲、北美、欧洲均实现下载量增长的品类。
PC/Console端,Steam在付费游戏收入和下载量上屡创新高,增长由AA和AAA级游戏推动,尤其是动作和射击类。2024年《黑神话:悟空》作为独立游戏达到AAA规模,拉高了独立游戏类别的对比基数,剔除其影响后独立游戏收入仍保持同比增长。射击类游戏竞争白热化,2025年《Battlefield 6》销量远超其他大作,但《Marvel Rivals》、《Delta Force》等新作强势入局,不过月活跃用户榜首仍由《Fortnite》、《CS2》等传统霸主占据。
广告投放渠道发生结构性变化。YouTube在移动端广告支出占比同比增长,与行业侧重变现和留存的大方向一致;但在PC/Console端,YouTube份额下降,尽管仍是该板块首要渠道。Instagram凭借短视频和精准定向能力,在PC/Console端广告支出占比显著上升,适合游戏预告素材和再营销(retargeting)。移动端广告支出仍主要流向AppLovin、AdMob等应用内广告网络。
2025年独立游戏通过协同玩法与内容创作者生态实现爆发,代表作为《R.E.P.O.》和《PEAK》。这些游戏以低价格(≤$10)、高喜剧性和恐怖元素激发社交分享,创作者通过录制高光时刻实现病毒式传播,形成低成本获客闭环。这种模式已冲击传统买量瓶颈,成为游戏发行增量提效的新路径。
In 2025, non-game apps surpassed games in revenue, with total in-app spending hitting $167B. APAC publishers drove a $2.58B increase in gaming revenue. Short Drama and AI Assistant categories saw explosive growth, while Blinkit, Shopee, and DeepSeek led their sectors. For ad ops, this signals shifting user attention toward lifestyle, commerce, and AI tools, creating new inventory opportunities beyond gaming.
Sensor Tower’s 2026 game ad report shows ad ops must manage more creative volume, not just bigger budgets. Top US mobile advertisers roughly tripled new creatives, driven by low-budget video tests: sub-$100 lifetime-spend creatives grew 6x year over year versus 1.7x for $10K+ winners. Creative output stepped up in 2025 and peaked near 220/month in Q1 2026, still over 2x 2024. Nintendo now holds 55% of US console platform ad spend and 74% of hardware; PlayStation leads subscriptions at 61%. Cross-platform franchises run separate mobile and console plans, channels, and calendars, so teams need distinct channel mixes, testing pipelines, and launch calendars.
AppsFlyer’s 2026 creative data shows video and static image ads reward opposite creative qualities, so ad ops teams should plan, budget, and test them separately. Video spend is concentrating: gaming’s top 2% of video creatives captured 60.7% of spend, up from 53.5%, while image spend spread out. Top spenders are testing far more variations, widening the testing gap. Action/Strategy and Puzzle/Lifestyle show format-specific tone and social-proof reversals; Finance is the exception. Teams should use AI-assisted variation, analyze video winners deeply, keep broad image testing, and measure performance at attribute level.
In April 2026, global mobile game revenue hit $6.4B, down 4% MoM, with Honor of Kings leading. Live ops, IP collabs, and seasonal events drove top-grossing titles. Downloads grew 9% MoM to 3.6B, led by Block Blast! and hypercasual puzzles. Key insights: major updates and cross-game events boost spending; simple mechanics and regional targeting sustain downloads. Ad ops should focus on IP partnerships and seasonal campaigns to drive engagement.
During Songkran 2025 in Thailand, overall app installs rose 8% and sessions 12% YoY. Food & drink apps surged up to 141% in installs and 160% in sessions during the festival. E-commerce saw a post-festival spike (+49% installs). Entertainment apps had longer sessions (+30%), while social and messaging apps also grew significantly. Key actionable insights: align campaigns to pre/during/post phases, optimize for intermittent usage, segment tourists vs. locals, and capture long-term value post-festival.
H1 2026 premium PC/console revenue rose 5% to $13.8B, but growth is uneven. Steam premium hours climbed ~13%, led by Action (+28%) and Strategy (+24%); shooters lagged (+14%) and RPG fell 14%. For ad ops, social budgets remain concentrated: Meta and YouTube capture ~76% of US social spend from PC/console publishers; adding TikTok pushes the top four past 91%. Reddit offers a niche PC/console skew near 5%. GTA VI pre-orders jumped 6x the day after Netflix’s Extended Look and stayed elevated, showing tentpole content can reset baselines, not just spike them. Prioritize Action-led UA, concentrated social buying, and sustained campaign measurement.
March 2026 saw global mobile game spending reach $6.7 billion (+2% MoM), led by Last War:Survival Game with seasonal events. Whiteout Survival and Gossip Harbor also gained via live ops. USA drove 31% of revenue. On downloads, Block Blast! and Free Fire led, while Subway Surfers City and Fortnite grew post-relaunch. Ad ops decision-makers should leverage cultural and seasonal events to boost engagement and monetization.
Breakout game launches are increasing, driven almost entirely by indie studios. 76 titles sold 500k+ paid units in their first 30 days across PlayStation, Steam and Xbox, up from 55 a year earlier; combined first-month sales rose 51% to 182.4M units. Indie breakouts more than doubled from 13 to 33 and lifted indie first-month unit share from 26% to 38%, led by friendslop hits and long-awaited sequels. AAA remains stable at 28 breakouts and nearly half of units. For ad ops, this signals a broader launch landscape: diversify spend beyond AAA and licensed IP, prioritize indie new IP and co-op/party titles, and use first-30-day sales as an early optimization signal.
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