根据Sensor Tower发布的全球移动游戏收入与下载量排行榜,2025年11月《Last War: Survival Game》继续领跑全球收入榜,通过联盟玩法与高频竞技活动驱动付费。《Whiteout Survival》凭借Frostdragon Tyrant和感恩节活动跃居第二,《MONOPOLY GO!》以Campfire Racers等三场大型活动稳住第三。当月全球移动游戏用户消费总额为66.8亿美元,环比下降2.8%,其中美国占32.3%,中国iOS占14.4%,日本占12.4%。
收入增长最快的游戏包括《MapleStory: Idle RPG》,依靠IP怀旧效应在亚洲与西方市场实现高变现;《Honkai: Star Rail》借助新章节和限定角色卡池活动排名第二;《Pokémon GO》密集的活动排期(如Into the Wild和Wild Area周末)推动流水回升。数据表明,强IP、时机恰当的Live Ops以及事件驱动的内容更新仍是提升LTV和ROAS的关键策略。
下载量方面,《Block Blast!》凭借感恩节主题关卡和收集机制蝉联全球第一。《ROBLOX》通过Wicked: For Good主题世界和Yeat x Dead Rails跨界活动位列第二,《Free Fire》与《数码宝贝》的跨界活动支撑其第三名。全球手游下载总量为36.2亿次,环比下降4.1%,印度以5.94亿次(16.4%的份额)居首,美国与巴西紧随其后。
下载增长最快的游戏展现了多样化的用户获取(UA)策略:《Solitaire Associations Journey》以经典纸牌融合文字联想的轻机制在西方和亚洲市场走红;《I Am Monkey》凭借物理引擎驱动的沙盒体验和病毒式传播力在超休闲赛道突围;《Sonic Rumble》利用刺猬索尼克IP与派对大逃杀玩法在巴西、土耳其等地快速起量。这些案例显示,易于上手、高分享性以及IP认知是当前投放策略中实现增量提效的核心要素。
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.
App measurement is fundamentally different from web analytics due to data fragmentation across ad networks, devices, and apps. A Mobile Measurement Partner (MMP) like AppsFlyer bridges these gaps, enabling unified attribution, fraud protection, and LTV measurement. For eCommerce, granular event tracking, deep linking, and privacy-safe data collaboration are critical. Leaders should focus on metrics like IR, CPI, LTV, and ROAS, and adopt AI-driven optimization to overcome challenges like ad fraud and privacy changes. The future is Connected Commerce—integrating apps, web, retail media, and AI.
September mobile gaming softened overall but delivered clear live-ops wins. Global consumer spending hit $6.13B, down 7% MoM, with the US at 28.7%, China iOS 15.7%, and Japan 12.4%. Downloads reached 3.56B, down 5.2%, led by India at 16.2%. ROBLOX topped downloads and revenue growth; Honor of Kings stayed strong via seasonal content; Candy Crush and Pokémon GO used music, celebrity, and event-driven engagement. For ad ops, prioritize event-aligned UA/retargeting, IP collaborations, seasonal battle passes, and localized creatives for US/India/Brazil. Monitor launch spikes from Bus Fever Party!, Honor of Kings Chess, and Brain Puzzle 3 to time bids and creative refreshes.
February 2026 mobile game revenue hit $6.55B, down 8% MoM. Last War:Survival Game led globally via Valentine's Day event. Game for Peace entered top 5 after Lunar New Year + Ferrari collab. Whiteout Survival rose on festive mini-games. Pokémon GO saw revenue growth from Tour events. Wuthering Waves benefited from Version 3.1. Downloads reached 3.5B, down 16% MoM. Block Blast! led downloads; Rainbow Six Mobile and Subway Surfers City showed strong growth. Driving-themed games gained in emerging markets.
Ramadan drives high mobile engagement in the Gulf, but success hinges on pre-Ramadan acquisition for higher LTV and remarketing during the month. eCommerce peaks early; finance responds to mature market triggers; travel converts at Eid. Post-Ramadan, focus on retention over acquisition to stabilize. AI tools are operational but measurement lags. Key takeaway: plan early, leverage remarketing, and phase strategies by period.
The 2025 mobile market hit record highs across downloads, IAP revenue ($167B, +10.6% YoY), and time spent (5.3T hours). Non-game IAP surpassed games for the first time (+21% YoY). Generative AI apps surged, with downloads doubling to 3.8B and IAP tripling to $5B. Key ad ops insights: attention competition intensifies, UA shifts to lifetime value, and AI expands monetization opportunities across categories.
Adjust's 2026 predictions emphasize multi-platform measurement, AI-driven decision-ready insights, and linking optimization for growth. Key themes include aggregating signals for privacy-safe personalization, predictive analytics for long-term success, and evaluating paid and organic performance together. Regional highlights: Europe's gaming growth via monetization, China's AI-native entertainment, APAC's market divergence, Japan's demand for integrated measurement. Actionable takeaway: invest in unified analytics that connect mobile, web, and offline touchpoints to optimize user journeys and ROI.
Adjust's Halloween 2025 data across six weeks shows the holiday window opens well before October 31 and differs by category and market. Entertainment installs peaked the weekend before Halloween (up 42–44% vs. summer baseline), with OTT/streaming and video content installs up 120% on October 25 and 300% YoY. Photo and video sessions instead spiked on Halloween night itself (+6% global vs. the four prior Fridays; Canada +15%, Germany +13%, U.K. +11%, U.S. +9%, Mexico +7%). Single global send dates miss market-level peaks, so ad ops should time creative, push, and budget shifts per market—especially in Mexico, where activity runs through Día de los Muertos.
Pathmatics 正式上线播客广告监测模块,把长期处于"黑盒"状态的播客渠道纳入可量化的投放数据体系,使品牌与代理商能够完整还原竞品的媒体组合全貌。平台数据显示,2026 年至今美国播客广告花费较上一周期增长 12%,Deutsche ...
2026年全球汽车与出行行业进入多路径能源转型与出海加速期,数字化用户获取正成为车企增长新引擎。Sensor Tower报告显示,H1 2026中国NEV销量同比降17%,但NIO与Li Auto App下载量分别增25%和31%,乘用车出...
在 PlayStation、Steam、Xbox 平台上,独立游戏与新 IP 正接棒成为爆款增量的主要来源,但并未侵蚀 AAA 的基本盘:头部大作的销量份额仍接近一半。2025 年 9 月至 2026 年 8 月,首月付费销量突破 50 万...
Sensor Tower《State of Game Advertising 2026》显示,2026年游戏广告的主线是“更忙而非更大”:头部美国手游广告主的新素材数量约增至三倍,增量几乎全部来自低预算视频测试,单月新素材在2026年Q1一...
Target 2026年返校季零售媒体投放转向“少而大”的聚焦策略,曝光与参与品牌双降,预算向头部品牌和独家合作集中。7—8月零售媒体曝光为781M,同比-66%,参与品牌236个同比-28%,Top 8广告主贡献46%曝光(2025年15...
本文复盘了 Coca-Cola、L'Oreal 与 Hershey's 三家广告主在 2025 年假日季(11 月 1 日至 12 月 31 日)的投放策略,展示不同预算体量与品类节奏下截然不同的打法。数据显示,Coca-Cola 假日季花...