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.
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.
Japan's mobile gaming market remains a revenue powerhouse, generating over $10B in IAPs in the past year despite a slight decline. Downloads are down, but engagement is stable, indicating a mature, high-value audience. Gaming ranks third in Japan's digital ad spend, with the ad market at record highs. Ad ops teams should align with major events and new releases for monetization spikes, balance casual puzzle UAC for volume with strategy/RPG for LTV, and consider cross-platform campaigns.
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.
H1 2026 gaming market shows stable demand but tighter competition. Mobile IAP held at ~$40B while downloads fell 12%. Ad impressions surged 14% to 1.4T and spend rose 8% to $7B, despite flat engagement—raising CPMs and cost of user acquisition. PC/console sales were flat, with EA SPORTS FC 26 leading due to the World Cup. For ad ops, the key takeaway is a mature market where efficiency, event-driven targeting, and selective investment in growth areas like hybridcasual mobile games and World Cup-themed live ops are critical to maintain ROI.
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.
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.
Cross-channel marketing analytics isn't about putting Meta, Google, and TikTok numbers side by side—they often double-count the same customer journey. Fragmented identity is the real culprit; without a first-party Customer User ID, attribution measures platform credit, not customer value. The article explains that deduplicating conversions across mobile, web, and CTV can lift attributed revenue by 30–60% and improve ROAS by 20%. It walks through attribution models, warns against platform-native analytics, and advises using an independent MMP for true cross-channel measurement. Ad ops takeaway: fix identity resolution first, because AI-driven optimization and budget allocation depend on trustworthy, deduplicated data.
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