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State of Gaming 2026: Mobile, PC, & Console Trends

2026年2月26日·4 分钟阅读

摘要

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。

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