Reference

Mobile Game Market Statistics 2026: Market Size, Revenue, Share and Players

Mobile game market statistics for 2026, each with its publisher, period and definition. Newzoo puts the mobile game market at $113.3 billion in 2025 and forecasts $121.1 billion for 2026. Sensor Tower counts close to $82 billion of App Store and Google Play purchases in 2025 and $6.13 billion in September 2026.

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How Big Is the Mobile Gaming Industry in 2026?

The mobile game market was worth $113.3 billion in 2025 by Newzoo's count of consumer spending on games, up 10.7% on 2024, according to Newzoo's review of 2025, published June 18, 2026. Newzoo forecasts $121.1 billion for 2026, up 6.8%, in its 2026 key numbers of August 25, 2026. On that basis mobile was 56.2% of a $201.6 billion games market in 2025 (derived: 113.3 ÷ 201.6), larger than console and PC put together.

A second answer is just as common, and smaller. Sensor Tower, which tracks only what players spend inside games on the App Store and Google Play, puts mobile game revenue for 2025 at close to $82 billion, up 1.3%, in its State of Mobile 2026. Both numbers are correct. They measure different slices of the same market, and the gap of about $31 billion between them (derived: 113.3 minus 82) is explained in the section on why the two disagree.

No app store publishes what games earn. Apple and Google report app counts, safety figures and fees, so every mobile game market size on this page is an estimate from a research company, an industry body or a company's own accounts. This page uses the ones that publish a method: Newzoo for the whole games market, Sensor Tower for store purchases, monthly revenue, downloads, genres and rankings, AppMagic as a second store tracker, the ESA with Circana for the United States, China's CADPA, Korea's KOCCA, Video Games Europe for Europe, and the quarterly results of Tencent, NetEase, Take Two Interactive and Unity. data.ai, once a common source for these numbers, now sits inside Sensor Tower, which lists it among its brands in the ESA's February 2026 release.

Three rules apply to every number below. Each figure names its publisher, the period it covers and what it counts, in the same sentence or table row. Anything we calculated is labeled derived, with the arithmetic shown. Forecasts are labeled as forecasts, with the name of whoever made them. All pages were opened and read on October 24, 2026. Newzoo's site turns away automated readers, so its three articles were read through Internet Archive copies of the same addresses.

Four definitions explain most of the disagreement you will see on other mobile gaming statistics pages. Consumer spending is what players pay; publisher revenue is what a company keeps after store fees. In app purchase figures leave out advertising, which many free games earn from. Some sources include Android stores in China, where Google Play does not operate, and most store trackers do not. And gross revenue includes the store's commission, while net revenue does not. When two numbers look contradictory, one of these four is usually the reason.

Mobile Game Statistics 2026 at a Glance

The numbers people look for most, each with the page it comes from. Read the third column before comparing two rows, because the definitions differ.

Mobile Game Statistics 2026 at a Glance
StatisticFigurePublisher, period and definition
Global mobile game market, 2025$113.3 billion, up 10.7%Newzoo, June 18, 2026. Consumer spending on mobile games, including spending outside the app stores.
Mobile game market forecast, 2026$121.1 billion, up 6.8%Newzoo forecast, August 25, 2026. A forecast, not a measurement.
Mobile share of the games market, 202556.2%Derived from Newzoo: $113.3 billion of $201.6 billion across mobile, console and PC.
In app purchase revenue from mobile games, 2025Close to $82 billion, up 1.3%Sensor Tower, State of Mobile 2026. App Store and Google Play only, gross of store fees, iOS only in China.
Games' share of all app store purchase revenue, 2025About 49%Derived from Sensor Tower's report: about $82 billion for games and about $85 billion for other apps, of $167 billion. Apps passed games for the first time, per Sensor Tower's press release.
Mobile game revenue in the latest month$6.13 billion in September 2026, down 7% on AugustSensor Tower, October 2026. App Store and Google Play only.
Mobile game revenue, January to September 2026About $58.75 billionDerived: the sum of Sensor Tower's nine monthly totals, shown in the monthly table below.
Mobile game downloads, 202550 billion, down 7.0%Sensor Tower, State of Gaming 2026: 42.4 billion on Google Play and 7.8 billion on iOS. Excludes third party Android stores.
Mobile game downloads in the latest month3.56 billion in September 2026Sensor Tower. India supplied 576 million of them, or 16.2%.
Mobile players worldwide, 20263.1 billion, up 3.9%Newzoo forecast, as reported by PocketGamer.biz on September 23, 2026. Newzoo counts 3.7 billion players on all platforms.
Top grossing mobile game of 2025Last War: SurvivalSensor Tower, State of Gaming 2026, worldwide in app purchase revenue on the App Store and Google Play.
Top mobile game publisher of 2025TencentSensor Tower, State of Gaming 2026, in app purchase revenue, with Supercell and Miniclip counted separately.
Fastest growing major genre, 2025Strategy, in app revenue up 20%Sensor Tower, State of Gaming 2026. AppMagic puts strategy's growth at 16%, per GamesMarket.
Largest country by app store game spendingUnited States, 28.7% in September 2026Sensor Tower, followed by China (iOS only) at 15.7% and Japan at 12.4%.
United States mobile game spending, 2025$26.7 billion, up 1%ESA release of February 11, 2026, with data from Circana and Sensor Tower.
China mobile game revenue, 2025257.08 billion yuan, up 7.92%CADPA's annual report, via China Daily, December 23, 2025. 73.29% of China's game market.
Games on the App Store266,576, or 9.68% of all apps42matters, page updated October 24, 2026.
Games on Google Play330,378, or 12.45% of all apps42matters, page updated October 24, 2026.

Every figure was read on October 24, 2026. Sensor Tower describes 2025 growth as 1% in its State of Gaming press release, 1.3% in State of Mobile and 1.4% on the summary page of its State of Gaming report. All three describe the same estimate, rounded differently.

Global Mobile Game Market Size: Six Measurements Compared

Ask how much the mobile gaming industry is worth and you will get one of these answers. They are not competing guesses about one quantity. Each measures something slightly different, so read the last column first.

Global Mobile Game Market Size: Six Measurements Compared
SourceFigurePeriodWhat it counts
Newzoo, 2025 result$113.3 billion, up 10.7%Calendar year 2025, published June 18, 2026Consumer spending on mobile games. Newzoo says the result beat its earlier estimates because of direct to consumer sales, mini games and Tencent revenue.
Newzoo, 2026 forecast$121.1 billion, up 6.8%Forecast for 2026, published August 25, 2026Same definition. Newzoo expects growth from deeper spending per player, Chinese publishers gaining share abroad and direct to consumer channels.
Newzoo, earlier forecast for 2025$103.0 billion, up 2.9%Forecast published September 9, 2025Same definition, since replaced by the $113.3 billion result. Kept here because many pages still quote it.
Sensor Tower, State of Mobile 2026Close to $82 billion, up 1.3%Calendar year 2025, published January 2026In app purchases and paid games on the App Store and Google Play, gross of store fees. iOS only in China, no third party Android stores, no advertising.
Sensor Tower, State of Mobile Gaming 2025$82 billion, up 4%Calendar year 2024, published March 11, 2025Same definition, earlier edition. Its later report implies about $81 billion for 2024 (derived: 82 ÷ 1.013), so the 2024 figure was revised down.
AppMagic, Mobile Market Landscape 2026Revenue up 0.2% on 2024Calendar year 2025, published February 2026App Store and Google Play only. The summary we could read gives growth, not a dollar total.

Newzoo's own figure for 2025 rose by $10.3 billion between its September 2025 forecast and its June 2026 result, about 10% (derived: 113.3 ÷ 103.0). The implied 2024 base moved too, from about $100.1 billion to about $102.3 billion (derived: 103.0 ÷ 1.029 and 113.3 ÷ 1.107). Market sizes are revised after the fact, so always cite the edition and date.

Why Newzoo and Sensor Tower Differ by About $31 Billion

The first reason is which stores are counted. Sensor Tower tracks the App Store and Google Play, and its State of Gaming report notes that it excludes third party Android stores in China and other markets. Google Play does not operate in mainland China, as Sensor Tower's own Japan report reminds readers, so most Android spending in the largest mobile game country never reaches a store tracker's total. China's industry body counted 257.08 billion yuan of mobile game revenue in 2025, according to China Daily, which is about $36.5 billion (derived from the paper's own conversion of the full market, 350.79 billion yuan to $49.8 billion). Sensor Tower's monthly posts put China's iOS spending at roughly 16% of a market of about $6.5 billion a month.

The second reason is spending outside the stores. Newzoo's 2025 review credits direct to consumer sales, where players buy currency on a publisher's web shop, with part of mobile's beat, and cites Appcharge's annualized direct to consumer volume of $1 billion in March 2026, up from $500 million in July 2025. AppMagic, summarized by GamesMarket, saw revenue from direct to consumer and alternative payments grow 26% in 2025 in the United States, the market where it measures them, while store purchases worldwide barely moved. Purchases on a web shop do not pass through Apple or Google, so a store tracker cannot see them.

The third reason is mini games, the small games played inside apps such as WeChat in China. Newzoo names mini game monetization as a growth vector in China in its 2025 review, and those purchases do not happen in an app store either. The fourth reason is advertising. Neither total includes the money advertisers pay to show ads in games: Sensor Tower's India report notes that its analysis excludes advertising revenue, and Newzoo's figures are, in its own words, consumer spending on games.

Which number to cite depends on the question. For how big the mobile gaming industry is, use Newzoo's $113.3 billion and say it is consumer spending across all channels. For store level trends, monthly mobile game revenue, rankings and genre shares, use Sensor Tower, because it publishes revenue, downloads and rankings every month on one consistent definition. Never add the two or subtract one from the other as if they shared a method. The only arithmetic that holds is the rough gap itself, which suggests that roughly a quarter of mobile game spending happens where the app store charts cannot see it (derived: 31.3 ÷ 113.3 = 27.6%).

Mobile Game Market vs PC and Console

Newzoo is the one source that sizes all three platforms on the same definition, so the revenue rows come from it. The download rows come from Sensor Tower's State of Gaming 2026, the first edition to cover PC and console as well as mobile.

Mobile Game Market vs PC and Console
MeasureMobileConsolePCSource
Revenue, 2025$113.3 billion, up 10.7%$44.7 billion, up 2.8%$43.6 billion, up 12.0%Newzoo, June 18, 2026
Share of 2025 revenue56.2%22.2%21.6%Derived from Newzoo: each platform ÷ $201.6 billion
Revenue, 2026 forecast$121.1 billion, up 6.8%$46.9 billion, up 5.1%$45.9 billion, up 5.3%Newzoo 2026 forecast, published August 25, 2026
Share of the 2026 forecast56.6%21.9%21.5%Derived from Newzoo: each platform ÷ $213.9 billion
Players, 2025 forecast3.0 billion, 83% of players645 million, 18%936 million, 26%Newzoo, September 9, 2025. Shares add to more than 100% because many people play on several devices.
Game downloads, 202550 billion1.17 billion on PlayStation and Xbox857 million on SteamSensor Tower, State of Gaming 2026
How games are sold96% of mobile game downloads were free to playFull games, microtransactions and multi game subscriptionsSteam premium revenue of $11.7 billionSensor Tower, State of Gaming 2026; Newzoo for console

Newzoo's PC and console columns count all spending on those platforms, including full games, add ons and subscriptions. Sensor Tower's download row counts Steam, PlayStation and Xbox only, so smaller PC stores are missing from it.

Mobile vs PC vs Console: Share of Games Revenue

One source and one definition for both years, so the shares can be compared directly.

Bar chart of games revenue by platform from Newzoo: mobile $113.3 billion, console $44.7 billion and PC $43.6 billion in 2025, and a 2026 forecast of $121.1 billion, $46.9 billion and $45.9 billion
Mobile keeps a share of about 56% in both years. Figures from Newzoo's 2025 result and 2026 forecast; shares derived by us.

Mobile Game Market Share Inside Each Country

Mobile's share of the games market is not the same everywhere, and the worldwide 56.2% hides the range. In China, mobile games took 73.29% of game revenue in 2025, according to the CADPA figures reported by China Daily. In South Korea, mobile was 59.0% of the game industry's revenue in 2024, per the KOCCA white paper summarized by The Asia Business Daily, with PC games at 25.2% and console at 5.0%.

Western markets lean more on consoles. Across 16 European countries, smartphones and tablets brought in 49% of game revenue in 2025, consoles 30% and PC 12%, according to Video Games Europe and EGDF. In the United States, the ESA's February 2026 release puts mobile at $26.7 billion of $52.3 billion spent on game content, a derived 51.1%, and 44.0% of the $60.7 billion total that also includes hardware and accessories. Circana and Sensor Tower later restated the US totals to $60.8 billion and $52.4 billion; the release does not give a restated mobile line.

The pattern matters for anyone reading a global mobile game market share figure. A share above half is driven by Asia, where mobile is the main way people play, while in Europe and North America mobile sits at about half of game spending, and console is a serious competitor for the same players and the same evenings. A studio that plans its launch from the global share will overestimate how much of the money in its home market is on phones if that home market is in Europe.

Mobile Game Revenue 2026 by Month

Sensor Tower publishes worldwide mobile game revenue and downloads each month. These are the nine months of 2026 available on October 24, 2026, each linked to its post. Revenue is consumer spending on the App Store and Google Play, excluding third party Android stores.

Mobile Game Revenue 2026 by Month
MonthMobile game revenueChange on prior monthShare: US, China (iOS), JapanTop grossing gameDownloads
January 2026$7.1 billionUp 1.4%31%, 16%, 13%Honor of Kings4.2 billion
February 2026$6.55 billionDown 8%30%, 17.2%, 12.1%Last War: Survival3.5 billion
March 2026$6.7 billionUp 2%31%, 15.4%, 12.1%Last War: Survival3.8 billion
April 2026$6.4 billionDown 4%30%, 16.6%, 11.9%Honor of Kings3.6 billion
May 2026$6.6 billionUp 2%29.6%, 16.8%, 12%Honor of Kings3.77 billion
June 2026$6.1 billionDown 7%30%, 15.7%, 12.1%Whiteout Survival3.64 billion
July 2026$6.6 billionUp 7.7%29.5%, 16.7%, 12.3%Honor of Kings3.72 billion
August 2026$6.57 billionDown 1%28.6%, 16.7%, 12.2%Honor of Kings3.76 billion
September 2026$6.13 billionDown 7%28.7%, 15.7%, 12.4%Honor of Kings3.56 billion

Derived totals for January to September 2026: about $58.75 billion of revenue and about 33.55 billion downloads. April's post says downloads rose 9% on March although the totals it gives fall from 3.8 billion to 3.6 billion; both are shown as published. Monthly figures are first estimates and later reports revise them.

Mobile Game Revenue by Month in 2026, in One Chart

The same nine months from one publisher, drawn to scale from zero so the month to month moves are not exaggerated.

Bar chart of worldwide mobile game revenue on the App Store and Google Play by month in 2026, from $7.1 billion in January to $6.13 billion in September, according to Sensor Tower
Monthly consumer spending on mobile games from Sensor Tower's posts for January to September 2026. January is the high point of the year so far and June the low.

What the 2026 Monthly Numbers Show

The first nine months of 2026 add up to about $58.75 billion of mobile game revenue on the two big stores (derived), an average of $6.53 billion a month. For comparison, Sensor Tower's total for 2025 of close to $82 billion averages about $6.83 billion a month (derived: 82 ÷ 12), so the 2026 run rate is roughly 4.5% lower. That comparison mixes a revised annual figure with first monthly estimates, so treat it as a direction, not a precise rate.

Sensor Tower's quarterly reports confirm the direction. Its Q2 2026 Digital Market Index says gaming revenue fell 4.5% year over year in the second quarter while spending in other apps rose 14.6% to a record $24.4 billion, out of $43.6 billion in all. That leaves about $19.2 billion for games in the quarter (derived: 43.6 minus 24.4), close to the $19.1 billion you get by adding the April, May and June posts. The H1 2026 gaming index puts the first half at $39.8 billion, down 2% on $40.6 billion a year earlier, and notes that store spending has stayed inside a range of $38 billion to $42 billion per half year since 2024.

The United States is where the slowdown shows. Sensor Tower's Q1 2026 recap says US in app purchase revenue across all apps had been negative for two straight quarters, a pattern it had not seen since the swings around the 2020 pandemic, and the Q2 report puts US spending across all apps down 3% while Western Europe and mainland China grew. The US share of monthly game spending slid from 31% in January to 28.7% in September, although the country stayed first every month.

Downloads moved differently from revenue. They peaked at 4.2 billion in January and settled between 3.5 billion and 3.8 billion a month after that. Revenue per download in September works out to about $1.72 (derived: 6.13 ÷ 3.56), slightly above the $1.62 Sensor Tower reports for 2025 as a whole. Fewer installs, each worth a little more, is the pattern Sensor Tower's 2026 reports describe.

Sensor Tower's posts explain each top game's month with a specific update: a new hero season for Honor of Kings in September, an anniversary event for Roblox the same month, and in its Japan report, World Cup events behind eFootball's record July. For a studio this is the practical reading of the monthly data: the biggest games plan their calendar around events and seasons, and their revenue follows that calendar.

Mobile Game Market Size by Country and Region

Country figures come from different publishers with different definitions, so compare rows only when they share a publisher. Store tracker rows cover the App Store and Google Play only; national rows usually cover every channel.

Mobile Game Market Size by Country and Region
Country or regionFigurePeriodPublisher and definition
United States$26.7 billion, up 1%2025ESA, Circana and Sensor Tower. Consumer spending on mobile game content.
United States, app store share28.7% of worldwide store spending on games, about $1.76 billionSeptember 2026Sensor Tower. Dollar figure derived: 6.13 × 0.287.
China257.08 billion yuan, up 7.92%, about $36.5 billion2025CADPA annual report via China Daily. Actual sales revenue of mobile games in China; dollar figure derived from the paper's own exchange rate.
China, iOS only15.7% of worldwide store spending on games, about $0.96 billionSeptember 2026Sensor Tower. Android in China is not covered, because Google Play is not available there.
JapanOver $10 billion (1.56 trillion yen), down 5.1%12 months to July 2026Sensor Tower, Japan Gaming 2026. App Store and Google Play purchases.
South Korea14.071 trillion won, up 3.4%, about $10.3 billion2024KOCCA, 2025 Korea Game White Paper, via The Asia Business Daily. Mobile game industry revenue; dollar figure derived at the Bank of Korea's 2024 average of 1,363.98 won.
IndiaGame purchase revenue up 15% year over year, from over 1.7 billion downloadsQ1 2026Sensor Tower, India Q1 2026. App Store and Google Play purchases, excluding advertising.
India, downloads576 million game downloads, 16.2% of the worldSeptember 2026Sensor Tower. India led every month of 2026.
Europe, 16 countries49% of €29.7 billion, about €14.6 billion2025Video Games Europe and EGDF. Smartphone and tablet share of game revenue; euro figure derived.
Asia Pacific, all platforms47% of the $201.6 billion games market, up 9.9%2025Newzoo. All game spending, not mobile alone.
North America, all platforms27% of the games market, up 5.7%2025Newzoo. The only region that grew more slowly than the world average.

The two Sensor Tower dollar figures for September are derived from rounded shares and are approximate. Japan's 12 month figure is consistent with the nine monthly Japan shares, which add up to about $7.2 billion for January to September 2026 (derived from the monthly table).

United States, China and Japan: The Three Biggest Mobile Game Markets

The United States is the largest market by app store spending on games, with between 28.6% and 31% of the worldwide total in every month of 2026 in Sensor Tower's posts. Added up from those shares, US players spent about $17.5 billion on mobile games in the two big stores from January to September 2026 (derived from rounded monthly shares). The ESA's broader count, which credits Sensor Tower for the mobile data, puts 2025 at $26.7 billion, up 1%. Sensor Tower's own State of Mobile Gaming 2025 release put US purchase revenue for 2024 at nearly $24 billion, and its 2026 report describes the US as flat in 2025; the releases do not reconcile the two US figures, so cite each with its own definition.

China is the largest mobile game market by the national count. CADPA's 257.08 billion yuan for 2025 is about $36.5 billion (derived), and mobile is 73.29% of the country's game market, per China Daily. A store tracker sees only part of that: Sensor Tower's monthly share for China covers iOS alone and averaged about 16% of world store spending in 2026, which adds up to about $9.6 billion from January to September (derived). The difference is Android spending through Chinese phone makers' stores, mini games and other channels outside Apple and Google. Newzoo's 2025 review adds that China's games market as a whole grew below the Asia Pacific average after a softer second half.

Japan is the third market, and the richest per download. Sensor Tower's Japan Gaming 2026 report counts over $10 billion of mobile game purchases in the 12 months to July 2026, down 5.1%, more than twice South Korea and nearly four times Taiwan, from only 585 million downloads, which ranks Japan ninth by downloads. eFootball was Japan's top grossing mobile game from January to July 2026, helped by World Cup events, followed by Monster Strike and Last War: Survival. Puzzle games led downloads, and 4X strategy led spending with growth of 9.4%.

Together the three countries took 56.8% of worldwide store spending on games in September 2026 (derived: 28.7 + 15.7 + 12.4). That concentration is why a global top grossing chart looks so different from any one country's chart, and why a studio should read the chart for its own market before drawing conclusions.

South Korea, India and Europe: Three Different Mobile Game Markets

South Korea is a large, mature market where mobile dominates. KOCCA's white paper, summarized by The Asia Business Daily on March 25, 2026, puts Korean game industry revenue for 2024 at 23.8515 trillion won, up 3.9%, of which mobile games were 14.071 trillion won, up 3.4%. Korean games earned $8.5 billion abroad, and KOCCA estimates Korea's share of the world games market at 7.2%, fourth after China, the United States and Japan. The KOCCA mobile figure, about $10.3 billion (derived), is far above what Sensor Tower's Japan comparison implies for Korean store spending, mainly because the white paper measures industry revenue across all channels rather than purchases in two stores, and the periods differ.

India is the volume market. It supplied between 14.4% and 18.7% of all mobile game downloads every month of 2026, with a high of 703 million in May, yet it never appears among the top three countries by spending. Sensor Tower's India report for Q1 2026 counts over 1.7 billion game downloads in the quarter and mobile game purchase revenue up 15% year over year, far ahead of the worldwide 0.4%. Free Fire led India's revenue chart, and puzzle revenue rose 78% to become the second largest genre after shooters.

Europe sits between the two. Video Games Europe and EGDF count 199 million players aged 6 to 75 across 16 countries, 82% of whom play on smartphones or tablets, and €29.7 billion of game revenue in 2025, of which smartphones and tablets brought in 49%, per their key facts. Newzoo's 2025 review says European mobile grew 15.5% in 2025, its third straight year above the global rate, helped by spending on user acquisition, and Sensor Tower names the UK, Germany and France as the Western European growth markets across all apps in its State of Mobile 2026.

Video: Sensor Tower on the State of the Gaming Industry

A 24 minute session from Pocket Gamer Connects London 2026 by the executive who leads gaming at Sensor Tower, the source of most store level numbers on this page.

Chirag Ambwani of Sensor Tower presents the state of the gaming industry at Pocket Gamer Connects London 2026, covering where mobile revenue and downloads went in 2025 and which genres and markets grew. Video by PocketGamerbiz on YouTube

Top Grossing Mobile Games of 2025

Worldwide ranks come from the full State of Gaming 2026 report, a free download from Sensor Tower. The US list comes from the ESA's 2025 release, which uses Circana and Sensor Tower data. The worldwide ranks count App Store and Google Play purchases, with China through iOS only.

Top Grossing Mobile Games of 2025
RankWorldwide by in app purchase revenueUnited States by revenueWorldwide by downloads
1Last War: Survival (4X strategy)MONOPOLY GO!Block Blast!
2Whiteout Survival (4X strategy)Royal MatchRoblox
3Royal Match (match puzzle)Last War: SurvivalGarena Free Fire
4MONOPOLY GO! (coin looter)Candy Crush SagaSubway Surfers
5Honor of Kings (MOBA)Whiteout SurvivalPizza Ready!
6Candy Crush Saga (match 3)TownshipLudo King
7Coin Master (coin looter)Clash RoyaleHole.io
8Roblox (sandbox)RobloxVita Mahjong
9Game for Peace (battle royale)Coin MasterEA SPORTS FC Mobile

The ESA's US list continues with Gossip Harbor at number 10; Sensor Tower's worldwide table shows nine. By monthly active users the worldwide leaders were Roblox, Garena Free Fire and Subway Surfers. For US downloads on iPhone, Apple's own top games of 2025 chart starts with Block Blast!, Fortnite, Roblox, Township and Pokémon TCG Pocket among free games, and Minecraft and Balatro among paid ones.

Mobile Game Revenue Ranking: What the 2025 and 2026 Charts Show

Two 4X strategy games, Last War: Survival and Whiteout Survival, were the highest grossing mobile games of 2025, and Sensor Tower's State of Gaming press release calls strategy the only genre that gained in revenue, downloads and time spent. The rest of the top nine is a mix of casual puzzle games, coin looters such as MONOPOLY GO! and Coin Master, and platforms such as Roblox. The H1 2026 index notes that Last War: Survival turned off user acquisition altogether during the first half of 2026, and it still led the February and March charts.

Honor of Kings ranks fifth for 2025 yet led six of the nine monthly charts of 2026. The reason is coverage: the game earns most of its money in China, and Sensor Tower's ranking counts China through iOS only. A ranking that included Android in China would likely place it higher, which is why rankings from different trackers often disagree at the very top. When you quote a mobile game revenue ranking, quote the tracker and its store coverage with it.

New hits still break through. Sensor Tower's report names Century Games' Kingshot as the breakout game of 2025, reaching number 7 by mobile game purchase revenue by December 2025, and lists breakouts from small publishers with less than $100 million in all time revenue, including Lands of Jail and Pixel Flow!, which ranked number 20 among US mobile games by revenue in January 2026 and was acquired by Scopely on February 19, 2026. In 2026 the arrow puzzle games took over the download charts: Arrows Puzzle Escape became the most downloaded mobile game in the world in May, per Sensor Tower's May post, and puzzle was the only major genre to grow downloads in the second quarter.

Downloads tell a different story from revenue. Block Blast!, Roblox, Garena Free Fire and Subway Surfers led downloads in 2025, and only Roblox appears in both lists. Block Blast! and Vita Mahjong, which Sensor Tower names as hypercasual breakouts, belong to the game type with the smallest purchase revenue, and what they earn from ads is not in any ranking on this page. To turn a ranking into a plan for your own game, start with the playbook in our guide to mobile game marketing.

Top Mobile Game Publishers by 2025 Revenue

Sensor Tower ranks publishers by in app purchase revenue on the App Store and Google Play in its State of Gaming 2026 report, gross of store fees and with China counted through iOS only. Tencent ranks first even with Supercell and Miniclip, which it owns, counted separately.

Top Mobile Game Publishers by 2025 Revenue
RankPublisherHeadquartersChange in rank from 2024
1TencentChinaNo change
2ScopelyUnited StatesNo change
3Century GamesChinaUp 10 places
4MicrosoftUnited StatesDown 1
5Dream GamesTurkeyUp 1
6PlayrixIrelandDown 2
7FUNFLYSingaporeUp 5
8Take Two InteractiveUnited StatesDown 1
9SupercellFinlandDown 4
10Moon ActiveIsraelNo change

By headquarters region, publishers based in Asia added $2.58 billion of purchase revenue in 2025, European publishers added $0.36 billion, North American publishers lost $1.78 billion and publishers in the Middle East lost $0.18 billion, per the same report. Century Games peaked at number 2 late in the year, with Kingshot as its 2025 breakout, and FUNFLY entered the top ten on the strength of Last War: Survival.

What Mobile Game Companies Report in Their Earnings

Company results are the only mobile game numbers that are audited, but each covers one company, net of store fees, and most mix mobile with PC. They show who earns the money, not how big the market is.

What Mobile Game Companies Report in Their Earnings
CompanyFigurePeriodWhat it covers
TencentDomestic Games 47.3 billion yuan, up 17%; International Games 18.6 billion yuan, down 0.8% (up 4% in constant currency)Second quarter of 2026All platforms. Growth came from Delta Force, VALORANT PC and MOBILE and Roco Kingdom: World at home, and Wuthering Waves and VALORANT PC abroad, offset by lower revenue from some Supercell games.
NetEaseGames and related value added services 25.0 billion yuan, up 9.7%Second quarter of 2026Mobile and PC. Online games were about 97.7% of the segment; NetEase credits the yearly growth to self developed games such as the Fantasy Westward Journey franchise and Where Winds Meet.
Take Two InteractiveMobile net bookings $739.5 million, 53% of the total, against $792.8 million a year earlierQuarter ended June 30, 2026Mobile titles among its largest contributors include Toon Blast, Match Factory! and Empires & Puzzles. Derived change: down 6.7%. Net bookings include in game advertising.
UnityGrow Solutions revenue $389 million, up 35%; Create Solutions $158 million, up 2%Second quarter of 2026Grow Solutions is mainly Unity's ad networks, used heavily by mobile games; Unity says the Unity Ads Network grew while the ironSource network declined.

Tencent's two game lines add up to 65.9 billion yuan for the quarter (derived). Neither Tencent nor NetEase now splits mobile from PC in its quarterly release, so their figures cannot be compared directly with mobile market totals.

How Much Money Do Mobile Games Make? Purchases vs Ads

At the industry level, the honest answer has two halves: purchases are measured and advertising mostly is not. Players spent close to $82 billion on purchases in mobile games on the App Store and Google Play in 2025 by Sensor Tower's count, and $113.3 billion across all channels by Newzoo's. Both are consumer spending. Neither includes the money advertisers pay to show ads inside free games, and we found no free, primary source that publishes a worldwide total of mobile game ad revenue on the same footing. Any page that quotes one figure for mobile game revenue including ads should name where it comes from.

What we can see about ads is the shape. Sensor Tower's State of Gaming 2026 report finds that 96% of mobile game downloads in 2025 were free to play, 99% on Google Play, and that across four major markets, hybridcasual games in the lifestyle and puzzle class earn a larger share of their revenue from ads than hybridcasual action and strategy games, which earn more per download from purchases. Rewarded video is the cornerstone of in game ad revenue, with most networks earning half or more of their ad revenue from rewarded placements and interstitials a close second. Hybridcasual purchase revenue grew about 23% to $2.4 billion in the first half of 2026, per the H1 2026 index.

Ad budgets for games are moving too. In Sensor Tower's ad spend data across 29 markets, in app ad networks such as AppLovin and AdMob took 61.3% of mobile game ad spend in 2025, against 62.7% in 2024. YouTube rose from 12.0% to 16.9%, Instagram edged up from 8.6% to 8.8%, Facebook slipped to 5.8% and TikTok fell from 6.2% to 3.7%. Across platforms, gaming ad spend rose 8% to $7 billion in the first half of 2026 while impressions rose 14% to 1.4 trillion, with engagement flat, which the H1 index reads as a more contested market rather than a bigger audience.

Two more definitions decide what a studio actually receives. Sensor Tower's purchase revenue is gross, so it includes the commission Apple and Google take, which our App Store statistics page sets out in full. And Newzoo's 2025 review cites Adjust data showing the global cost per install rose 30% in 2025 to $0.56, with the ratio of paid to organic installs up 61%. For how a single game earns from purchases and ads and what it costs to acquire players, see our guide to mobile game marketing rather than these market totals.

Revenue per download is the cleanest single measure that the store data allows. Sensor Tower reports $1.62 of purchase revenue per mobile game download in 2025. That average hides a large gap between the two stores, covered in the downloads section below, and it excludes ad revenue, which is why a free game with few buyers can still earn well if its players stay and watch ads.

Video: State of Mobile 2026, Including Purchases vs Ads

A long conversation with the author of Sensor Tower's State of Mobile 2026 on Deconstructor of Fun, a mobile games industry podcast.

Jonathan Briskman of Sensor Tower walks through State of Mobile 2026, from apps passing games in spending to the US market, and how purchases and ads split monetization in hybridcasual and hypercasual games. Video by Deconstructor of Fun on YouTube

Mobile Game Genre Market Share and Genre Trends

Genre shares are where trackers differ most, because each one sorts games into its own taxonomy. Every row names its tracker and period; do not combine rows from different trackers.

Mobile Game Genre Market Share and Genre Trends
Genre or game typeFigurePeriodPublisher and definition
Midcore gamesAbout $20.6 billion, about 51.8% of store spending on games, down about 7%First half of 2026Sensor Tower, H1 2026 index. Share derived: 20.6 ÷ 39.8. Below the first half 2021 peak of $26.6 billion.
Casual gamesNear $16.5 billion, about 41.5%First half of 2026Sensor Tower, H1 2026 index. Share derived.
Hybridcasual gamesAbout $2.4 billion, about 6.0%, up about 23%First half of 2026Sensor Tower, H1 2026 index. Share derived.
Strategy$4.4 billion, the top grossing genre, about 23% of game spendingSecond quarter of 2026Sensor Tower, Q2 2026 index. Share derived: 4.4 ÷ 19.2.
PuzzleOver $4 billion, up 17%; the only major genre with download growth, up 1%Second quarter of 2026Sensor Tower, Q2 2026 index, led by arrow puzzle games.
StrategyPurchase revenue up 20%, the only genre with more downloads2025Sensor Tower, State of Gaming 2026 summary
PuzzlePurchase revenue up 14%2025Sensor Tower, State of Gaming 2026, led by Royal Match and Gossip Harbor
Strategy, second trackerRevenue up 16%, downloads up 15%2025AppMagic via GamesMarket
CasinoRevenue down 7.6% while downloads rose 15.8%2025AppMagic, same summary
Role playing gamesRevenue down 16.6%, downloads down 9.1%2025AppMagic, same summary
4X strategy in JapanThe top subgenre by spending, up 9.4%12 months to July 2026Sensor Tower, Japan Gaming 2026
Puzzle in IndiaRevenue up 78%, second only to shootersQ1 2026Sensor Tower, India Q1 2026

Sensor Tower and AppMagic agree on the direction for strategy in 2025, up 20% and 16%, and both show role playing games and casino games losing ground. The gap between the two strategy figures comes from different genre labels and models. Sensor Tower's genre chart for 2025 also shows role playing game revenue below its 2024 level.

Mobile Game Revenue by Game Type, First Half of 2026

Sensor Tower's four game types from one report, as shares of $39.8 billion of store spending on games.

Horizontal bar chart of mobile game purchase revenue by game type in the first half of 2026: midcore $20.6 billion, casual $16.5 billion, hybridcasual $2.4 billion and hypercasual with rounding about $0.3 billion
Midcore games earn about half of what players spend in mobile games on the two big stores. Data from the Sensor Tower H1 2026 gaming index; shares and the remainder are derived by us.

Mobile Game Genre Trends: 4X Strategy Up, Role Playing Games Down

The genre story of 2025 and 2026 is a shift inside the top of the market rather than a change in who plays. Sensor Tower's State of Gaming 2026 says strategy drove the biggest revenue gains across major regions, powered by a wave of 4X strategy games from Eastern publishers, while puzzle grew strongly in Europe, with Royal Match reaching the top spot and Gossip Harbor adding the most. Shooters grew in Asia on new launches led by Delta Force. Every genre other than strategy saw downloads fall in the major regions, most of all lifestyle, simulation and puzzle.

Midcore games, the class that includes 4X strategy hits such as Last War: Survival, still earn the largest share of money, about half of store spending in the first half of 2026. But midcore fell about 7% year over year in that half and sits well below its 2021 peak, while hybridcasual grew. The gains come from a small number of hits, by Sensor Tower's account, led by Last War: Survival and Whiteout Survival in strategy and Royal Match and Gossip Harbor in puzzle, so genre averages say little about the odds for a new game in the same genre.

Merge mechanics spread across casual games in 2025. Sensor Tower's report says match swap remains the leading puzzle subgenre by revenue, while several top match swap games added merge events to their live calendars, with those events running 14 days on average. In 2026 the arrow puzzle subgenre broke out: Arrows Puzzle Escape and Arrows GO! added over 110 million installs quarter over quarter between them in Q2 2026, per Sensor Tower's Q2 index.

There is a warning in the casual numbers. Sensor Tower's report finds that the top casual games saw day 7 retention decline steadily from early 2022 to late 2025, while hybridcasual games improved and now sit above casual on day 7. For retention benchmarks by genre and percentile, see our app retention benchmarks, which cover mobile games in detail.

Mobile Game Downloads: Store Totals and iOS vs Google Play

Neither Apple nor Google publishes game download counts, so every row here is a tracker estimate or a tracker's count of listings, except Apple's own removal count.

Mobile Game Downloads: Store Totals and iOS vs Google Play
MeasureFigurePublisher and period
Mobile game downloads, 202550 billion, down 7.0%Sensor Tower, State of Gaming 2026
Google Play game downloads, 202542.4 billionSensor Tower, State of Gaming 2026 report
App Store game downloads, 20257.8 billionSensor Tower, State of Gaming 2026 report
Share of all game downloads, mobile and PC and consoleGoogle Play 81%, App Store 15%, PC and console 4%Sensor Tower, 52 billion game downloads across platforms in 2025
Mobile game downloads per minute95,000Sensor Tower press release, February 26, 2026
Free to play share of downloads96% of mobile game downloads, 99% on Google PlaySensor Tower, State of Gaming 2026 report
Mobile game downloads, second trackerUp 4.6% in 2025AppMagic, Mobile Market Landscape 2026, via GamesMarket
Mobile game downloads, first half of 202624 billion, down 12%Sensor Tower, H1 2026 index
Mobile game downloads, January to September 2026About 33.55 billionDerived: sum of Sensor Tower's monthly totals
Largest country by downloadsIndia, 576 million in September 2026Sensor Tower, followed by the United States at 7.2% and Brazil at 6%
Games on the App Store266,576 of 2,752,745 apps42matters, October 24, 2026
Games on Google Play330,378 of 2,654,197 apps42matters, October 24, 2026
Games removed from the App Store, 202530,429, second only to UtilitiesApple, 2025 App Store Transparency Report

Sensor Tower's Japan report notes that its download estimates exclude preinstalls, redownloads and third party Android stores. The mobile split is derived from the same report: 84.5% of mobile game downloads on Google Play and 15.5% on iOS (42.4 and 7.8 of 50.2 billion).

iOS vs Google Play: Fewer Game Downloads, More Revenue on the App Store

Google Play delivers more than five times as many game downloads as the App Store, 42.4 billion against 7.8 billion in 2025, yet Sensor Tower's State of Gaming 2026 says the App Store earned 75% more game purchase revenue. Put those two facts together and the App Store took roughly $52 billion of the close to $82 billion, and Google Play roughly $30 billion (derived: 82 ÷ 2.75 for Google Play, the rest for the App Store). Per download that is about $6.69 on the App Store and $0.70 on Google Play (derived: 52.2 ÷ 7.8 and 29.8 ÷ 42.4), a gap of about nine to one.

The momentum is slightly the other way. Sensor Tower's report shows App Store game purchase revenue up 0.6% in 2025 and Google Play up 2.8%, and across all apps Google Play grew 10% against 3% for iOS in the second quarter of 2026, per the Q2 2026 index. Sensor Tower also notes that Google Play cut its total app count by about 47% between early 2024 and early 2025 in a quality and policy cleanup, after which game releases rebounded.

The two trackers disagree about the direction of downloads. Sensor Tower counts a 7.0% fall in 2025, while AppMagic, summarized by GamesMarket, counts a 4.6% rise. Each estimates installs from its own panel and model, and neither store publishes a figure to settle it. Apple's yearly Transparency Report gives total App Store downloads for all apps, not games, and our App Store statistics page sets those figures out. For the practical side of getting installs, see how to get app downloads.

Supply keeps rising. 42matters counts 266,576 games on the App Store, 9.68% of all apps, and 330,378 on Google Play, 12.45%, on pages updated October 24, 2026. AppMagic reports that games rose from 63% to 72% of new app releases between 2024 and 2025. Apple removed 30,429 games from the App Store in 2025, more than any category except Utilities, according to its 2025 Transparency Report.

Mobile Game Player Statistics: How Many Mobile Gamers Are There?

Player counts come from surveys and models, so they are rounder and less frequent than revenue figures. The United States and Europe publish the most detail.

Mobile Game Player Statistics: How Many Mobile Gamers Are There?
MeasureFigurePublisher and period
Mobile players worldwide, 20253.0 billion, 83% of all playersNewzoo, September 9, 2025
Mobile players worldwide, 20263.1 billion, up 3.9%Newzoo forecast via PocketGamer.biz, September 23, 2026
Players on all platforms, 20263.7 billion, up 4.4%; 4.07 billion by 2029Newzoo key numbers for 2026, a forecast
Net new mobile players, 2026117.8 million, 80% of them in Central and Southern Asia, Southeast Asia and the Middle East and AfricaNewzoo forecast via PocketGamer.biz
Americans who play video games212.3 million aged 5 to 90, 67% of the populationESA, Essential Facts 2026
US players aged 8 and over who play on mobileAbout 80%; 31% play only on mobileESA, Essential Facts 2026. 80% derived from the crossover chart: 31 + 13 + 21 + 15.
US households that play on each deviceMobile 73%, PC 52%, console 44%, VR 10%ESA, Essential Facts 2026
US players on mobile, by gender87% of women players, 75% of men playersESA, Essential Facts 2026
US players on mobile, by generationGen X 84%, Boomers and older 84%, Alpha 81%, Gen Z 80%, Millennials 75%ESA, Essential Facts 2026
Average age of a US player37ESA, Essential Facts 2026
European players199 million aged 6 to 75; 82% play on smartphones or tabletsVideo Games Europe and EGDF, 2025
Game users in China683 million, up 1.35%, all platformsCADPA via China Daily, 2025
US casual and hypercasual audiences aged 35 and overNearly 60%Sensor Tower, State of Gaming 2026 report, US Android users, 2025

Newzoo's player counts are modeled across the world's online population, while the ESA's come from a YouGov survey of Americans and count people who play one hour or more a week. Mobile's share of all players in 2026 is about 84% on Newzoo's figures (derived: 3.1 ÷ 3.7).

Mobile Gamer Demographics: Age and Gender

Mobile is the device that reaches the widest audience, and its players are older than the stereotype suggests, with women more likely than men to play on a phone. In the ESA's Essential Facts 2026, written with YouGov, 87% of American women who play use a mobile device to do so, against 75% of men, and the share is highest among Gen X and Boomer players at 84%. Puzzle is the most played genre in the United States across all platforms, played regularly by 59% of players aged 8 and over, 71% of women players and 74% of Boomer and older players.

Sensor Tower's State of Gaming 2026 report, measured on US Android users, finds nearly 60% of casual and hypercasual audiences are 35 or older, while more than 75% of PC and console players are under 35. Lifestyle, puzzle and tabletop games skew female; sports, strategy and shooter games skew male. Role playing, action and simulation games skew younger, while tabletop, puzzle and casino games skew older. Roblox, NYT Games and Block Blast! rank near the top for almost every age group.

Outside the United States the picture is similar where it is measured. Video Games Europe counts 46% women among European players and an average age of 34, per its 2025 key facts. Newzoo expects most new mobile players to come from emerging regions, with Central and Southern Asia, Southeast Asia and the Middle East and Africa adding 80% of the 117.8 million net new mobile players it forecasts for 2026, according to PocketGamer.biz.

For a studio, the demographic numbers matter most for creative. In the United States, puzzle players skew female and older, mobile reaches more women players than men, and the ESA finds that most playing happens in the evenings, at night and at weekends. Store screenshots, ad creative and social posts for a casual game should be made for that audience, not for the teenage player many studios picture.

Video: Sensor Tower's State of Gaming 2026 Explained

The Naavik Gaming Podcast, from a games industry research firm, talks through the State of Gaming 2026 report with Sam Aune, a gaming analyst at Sensor Tower.

Sam Aune of Sensor Tower breaks down the State of Gaming 2026 report with Naavik: why 4X strategy grew while most of mobile slowed, and how mobile compares with PC and console. Video by Naavik Gaming Podcast on YouTube

Mobile Game Engine Market Share: Unity, Unreal and Others

There is no independent, public census of which engines mobile games are built with, so the figure people quote comes from Unity itself. A Unity press release of October 22, 2025 states that more than 70% of the top 1,000 mobile games are made with Unity, citing Apptopia and Sensor Tower, and defines the top 1,000 as a blend of the top games by monthly active users on Google Play and the App Store in June 2025, worldwide excluding China. Unity's games page repeats 70% or more, footnoted to Apptopia data as of the fourth quarter of 2022.

Treat that as a vendor claim with a stated method, not a market share in the usual sense. It counts games, not revenue; it covers the most played games, not all games; and it leaves out China, home to Tencent and Century Games, two of the three largest mobile game publishers by 2025 revenue. We found no comparable public figure for Unreal Engine or other engines on mobile, so the share of mobile game revenue earned by games built on each engine is not public.

What is public is Unity's own business. In the second quarter of 2026 Unity reported $158 million of Create Solutions revenue, which includes its engine subscriptions, up 2%, against $389 million from Grow Solutions, mainly its ad networks, up 35%, per its quarterly release. The engine is the smaller half of Unity's revenue; the larger half comes from ads shown in mobile games.

Mobile Game Industry Growth and Forecasts

Every row below is a forecast unless the last column says otherwise. Forecasts are revised often, so the date matters as much as the number.

Mobile Game Industry Growth and Forecasts
ForecastFigureWho made it and whenStatus
Mobile game market, 2026$121.1 billion, up 6.8%Newzoo, August 25, 2026Forecast; Newzoo expects mobile to grow fastest of the three platforms
Total games market, 2026$213.9 billion, up 6.1%Newzoo, August 25, 2026Forecast
Total games market, 2028$234.4 billion, a 5.1% yearly rate from 2025Newzoo, June 18, 2026Forecast; Newzoo says mobile's growth runway extends to 2028
Players on all platforms, 20294.07 billion, a 3.2% yearly rate from 2026Newzoo, August 25, 2026Forecast
Spenders on all platforms, 20261.65 billion, up 4.7%, spending $129.6 each on averageNewzoo via PocketGamer.bizForecast
Mobile game market, 2025 to 20282.2% a yearNewzoo, Global Games Market Report 2025 articleSuperseded: mobile grew 10.7% in 2025 itself
Total games market, 2028$206.5 billion, 3.0% a yearNewzoo, September 9, 2025Superseded by the $234.4 billion forecast
Store spending on games per half yearBetween $38 billion and $42 billion since 2024; $39.8 billion in the first half of 2026Sensor Tower, July 2026Measured, not a forecast
Mobile game purchase revenue, first quarter of 2026Up 0.4% worldwideSensor Tower, April 2026Measured, not a forecast

Newzoo describes the slowdown from 10.7% in 2025 to 6.8% in 2026 as the result of a strong comparison base rather than structural weakness. The store trackers show a flatter market inside the App Store and Google Play over the same period, which is consistent with growth coming mostly from outside them.

How Reliable Are Mobile Game Market Forecasts?

Recent history says to read them as directions. In September 2025, Newzoo forecast that mobile would reach $103.0 billion in 2025, up 2.9%, and grow 2.2% a year to 2028, per its 2025 forecast article. Nine months later its 2025 result came in at $113.3 billion, up 10.7%, about 10% above the forecast, with Newzoo citing direct to consumer sales, mini games and Tencent revenue that beat its estimates. The whole games market came in at $201.6 billion against a forecast of $188.8 billion. The direction was right and the size was not.

Store trackers and market forecasters also disagree about the present, which makes the future harder still. Sensor Tower measured mobile game downloads down 12% in the first half of 2026, while PocketGamer.biz's summary of Newzoo's report gives a fall of 25% for the same half. The summary does not name Newzoo's data source for that figure, so we cannot say which method is closer. Both agree that downloads are falling while spending holds or grows.

The safest way to use any forecast is to cite who made it, when, and on what definition, and to check whether a newer edition exists before you publish. Old forecasts outlive their usefulness: by the time the forecast year arrives, the publisher has usually replaced it with a measured figure, and that measured figure is the one to quote.

The inputs Newzoo names for 2026 are worth knowing because they can move the result. Newzoo points to rising memory and component costs, which pushed up phone prices; it cites Counterpoint data showing global smartphone shipments fell 6% in the first quarter of 2026, a risk mainly in growth markets where cheap Android phones bring in new players. On the other side it counts merge games, 4X strategy, mini games in China and direct to consumer sales as growth engines.

Video: Newzoo's $121.1 Billion Mobile Forecast Discussed

A short news episode from a mobile games industry podcast that reads through Newzoo's 2026 forecast and the spending that store trackers cannot see.

The two and a half gamers podcast reads through Newzoo's 2026 forecast of $121.1 billion for mobile and discusses what store trackers miss, such as spending in web shops outside the app stores. Video by two & a half gamers on YouTube

Where Mobile Game Market Sources Disagree, and Why

Every pair below was checked on October 24, 2026. Where two sources give different answers to the same question, both are shown with the most likely reason.

Where Mobile Game Market Sources Disagree, and Why
QuestionOne answerAnother answerWhy they differ
How big was the mobile game market in 2025?$113.3 billion (Newzoo)Close to $82 billion (Sensor Tower)All channels against two stores. Newzoo includes Android in China, web shops and mini games; Sensor Tower counts App Store and Google Play purchases only.
Did mobile game revenue grow in 2025?Up 10.7% (Newzoo)Up 1.3% (Sensor Tower) and up 0.2% (AppMagic)The growth Newzoo measured came largely from channels outside the stores, which the two store trackers cannot see.
Did mobile game downloads rise or fall in 2025?Down 7.0% to 50 billion (Sensor Tower)Up 4.6% (AppMagic)Two independent install models. Neither Apple nor Google publishes game downloads, so there is no official figure to settle it.
How far did downloads fall in the first half of 2026?12%, to 24 billion (Sensor Tower)25% (Newzoo, as summarized by PocketGamer.biz)Different data sources; the summary does not name the one behind Newzoo's figure.
How big is China's mobile game market?257.08 billion yuan, about $36.5 billion, in 2025 (CADPA)About $9.6 billion from January to September 2026 on iOS (derived from Sensor Tower's monthly shares)Android stores run by Chinese phone makers and mini games are outside the App Store, and Google Play is not available in China.
How big is South Korea's mobile game market?14.071 trillion won, about $10.3 billion, in 2024 (KOCCA)Less than half of Japan's store spending of over $10 billion (Sensor Tower, 12 months to July 2026)KOCCA measures industry revenue across all channels; Sensor Tower counts App Store and Google Play purchases only. The periods differ too.
How much do Americans spend on mobile games?$26.7 billion in 2025 (ESA, credited to Sensor Tower)Nearly $24 billion in 2024 and flat in 2025 (Sensor Tower's own gaming reports)The ESA line covers its own content categories for mobile; Sensor Tower's reports count store purchases. The releases do not reconcile them.
Which mobile game earned the most in 2025?Last War: Survival (Sensor Tower, worldwide)MONOPOLY GO! (ESA, United States)Geography and store coverage. Honor of Kings, which earns mostly in China and led six of nine months of 2026, ranks fifth for 2025 on a list that counts China through iOS only.
How fast did strategy games grow in 2025?Purchase revenue up 20% (Sensor Tower)Revenue up 16% (AppMagic)Different genre labels and models. Both agree strategy was the fastest growing major genre.
What share of the games market is mobile?56.2% worldwide in 2025 (derived from Newzoo)73.29% in China, 59.0% in South Korea, 49% in Europe and about 51% of US content spendingRegional mix. Asia is mobile first, while Europe and North America spend more on consoles.

Left out on purpose: Statista charts whose underlying source is behind a paywall, any number we found only on a stats blog, India market sizes from reports we could not read in full, and AppMagic's own report page, which did not render for us, so its figures are quoted from GamesMarket's summary.

What These Numbers Mean for a Game Studio on the App Store

A statistic is only useful if it changes what you do next. Each card ties one figure from this page to one decision for a small or midsize studio shipping on iOS.

  • The App Store Earns About Nine Times More per Game Download

    About $6.69 of purchase revenue per game download on the App Store against about $0.70 on Google Play in 2025 (derived from Sensor Tower) means an iOS player is worth far more on average. Spend your best creative work on the iOS product page, and see iOS app marketing and the app preview video guide for what Apple allows.

  • Downloads Fell While Spending Held, So Retention Pays

    Sensor Tower counts game downloads down 7.0% in 2025 and 12% in the first half of 2026, while spending stayed in the same range. Sensor Tower's reports describe a market that rewards keeping and reactivating players. Check your day 1, day 7 and day 30 numbers against the app retention benchmarks before buying more installs.

  • Live Events Explain the Monthly Charts

    Almost every leader in Sensor Tower's 2026 monthly posts owes its month to a season, anniversary or collaboration. On the App Store, events can appear on your product page and in search through In App Events, which are free to use.

  • Strategy and Puzzle Grew While Role Playing Games Fell

    Strategy purchase revenue rose 20% and puzzle 14% in 2025 while role playing and casino games lost ground. Genre averages hide very concentrated winners, so use them to choose where to compete, then plan the launch with the app launch checklist and the mobile game marketing guide.

  • Small Publishers Still Break Out

    Sensor Tower's 2025 breakouts from publishers with under $100 million in all time revenue include Lands of Jail and Pixel Flow!, which reached the US top 20 by revenue and was bought by Scopely. For editorial reach on iOS, the guide to getting featured on the App Store explains how to pitch Apple's editors.

  • Game Ad Money Is Moving to Video

    YouTube's share of mobile game ad spend rose from 12.0% to 16.9% in 2025, the biggest move of any channel. Organic short gameplay video costs time rather than ad budget, and it is the approach in our guide to promoting an app on TikTok.

Where Spreadcast Fits

The numbers on this page point one way. New installs are harder to win, the money comes from players who stay and come back, and the games at the top of the charts give players a steady stream of reasons to return. For most studios on the App Store, the steady stream is the update itself: a new level pack, a season, a fix. Yet updates install in the background for nearly everyone, as our App Store statistics page shows, so the release notes are read by very few players.

We make Spreadcast for that gap. Paste your game's App Store link once at the start page and Spreadcast checks your listing every day. When a new version ships, it designs a post about the update with your real screenshots in an iPhone frame and your game's colors and fonts, writes the caption for each network and publishes it to Instagram, TikTok, LinkedIn, Facebook, Threads, Pinterest, Bluesky, Mastodon, Telegram and Discord, plus YouTube for video posts. It also posts when the game reaches a rating milestone. Those are the two moments it watches, and you choose full autopilot or one tap approval.

It has clear limits. Spreadcast watches the App Store only, not Google Play, so a game whose players are mostly on Android gets no posts for its Android releases. It does not buy ads, run live events or change what your game earns; it makes sure each update and milestone is announced where players scroll. The free plan makes 3 posts for you to download with a small Spreadcast mark, without publishing. Pro is $29 a month for one game, 10 social accounts and publishing, and Studio is $79 a month for 5 apps and 50 accounts, as shown on the pricing page.

How the Numbers on This Page Were Checked

Every source was opened on October 24, 2026 and each figure was read from the page itself, not from a summary of it, with three exceptions that are named. Sensor Tower's blog posts and press releases were read directly; its State of Gaming 2026 report is a free PDF behind a short form on its report page, and the figures we quote from it, such as the 2025 game ranks and the iOS and Google Play download split, were read from the report's own pages. Apple's, 42matters', the ESA's and the companies' pages were read directly.

Newzoo's website blocks automated readers, so its three articles were read through Internet Archive copies of the same addresses; the links on this page go to Newzoo's own site. AppMagic's report page did not render for us, so its figures come from GamesMarket's summary of the report, and Newzoo's 2026 forecasts for mobile players and for spenders come from PocketGamer.biz's summary, because the free key numbers page gives only the total player count.

Anything labeled derived is our own arithmetic on the published figures, shown in the same sentence or note. Dollar conversions use the exchange rate the source itself used where it gave one. Sums of monthly figures use Sensor Tower's rounded monthly numbers and are approximate. No number on this page comes from a stats blog, and no figure from one publisher has been combined with a figure from another as if they shared a definition.

Questions

Frequently Asked Questions

How big is the mobile gaming industry in 2026?

Newzoo forecasts the mobile game market at $121.1 billion in 2026, up 6.8%, after measuring $113.3 billion in 2025, per its 2026 key numbers. That is consumer spending across all channels. Counting only App Store and Google Play purchases, Sensor Tower measured close to $82 billion for 2025 and about $58.75 billion for January to September 2026 (derived from its monthly posts).

How much is the mobile gaming industry worth?

Measured by what players spend, the mobile gaming industry was worth $113.3 billion in 2025 by Newzoo's count, 56.2% of a $201.6 billion games market. Measured by purchases in the two big app stores alone, it was close to $82 billion, by Sensor Tower's count. Neither figure includes advertising revenue.

What is the mobile game market share compared with PC and console?

Mobile took 56.2% of games revenue in 2025, console 22.2% and PC 21.6%, derived from Newzoo's figures of $113.3 billion, $44.7 billion and $43.6 billion. Newzoo's 2026 forecast keeps mobile at about 56.6%. The share varies by country: 73.29% in China, 59.0% in South Korea and 49% in Europe.

How much money do mobile games make each month?

Sensor Tower counts between $6.1 billion and $7.1 billion of mobile game spending on the App Store and Google Play in each month of 2026, with $6.13 billion in September, down 7% on August, per its September 2026 post. Spending in web shops, Android stores in China and advertising comes on top of that.

Which mobile game made the most money in 2025?

Last War: Survival was the highest grossing mobile game worldwide in 2025 on the App Store and Google Play, followed by Whiteout Survival and Royal Match, according to Sensor Tower's State of Gaming 2026. In the United States the top grossing mobile game was MONOPOLY GO!, according to the ESA with Circana and Sensor Tower data.

How many mobile gamers are there?

Newzoo forecasts 3.1 billion mobile players in 2026, out of 3.7 billion players on all platforms. In the United States, the ESA counts 212.3 million players aged 5 to 90, and by our sum of its crossover chart about 80% of players aged 8 and over play on a mobile device, 31% on mobile only.

Which country spends the most on mobile games?

On the App Store and Google Play, the United States spends the most, with 28.7% of worldwide mobile game spending in September 2026, ahead of China on iOS at 15.7% and Japan at 12.4%, per Sensor Tower. Counting every channel, China's own industry body puts the country's 2025 mobile game revenue at 257.08 billion yuan, about $36.5 billion, above the ESA's $26.7 billion for the United States, although the two use different definitions.

What share of mobile game revenue comes from ads?

No free primary source publishes a worldwide figure. Sensor Tower and Newzoo both measure consumer spending, which leaves out ad revenue. What is known is that 96% of mobile game downloads in 2025 were free to play, that hybridcasual puzzle and lifestyle games earn a larger share from ads than hybridcasual action and strategy games, and that Unity's ad business earned $389 million in the second quarter of 2026.

Sources

Where These Facts Come From

Every outside number, rule and price on this page links to the page it was taken from.

  1. Global games revenue cracked $200 billion in 2025 (June 18, 2026)Newzoo
  2. 2026 global games market key numbers (August 25, 2026)Newzoo
  3. Global games market to hit $189 billion in 2025 (September 9, 2025)Newzoo
  4. No single model for growth, says Newzoo (September 23, 2026)PocketGamer.biz
  5. 2026 State of Mobile (January 2026)Sensor Tower
  6. State of Mobile 2026 press release (January 21, 2026)Sensor Tower
  7. State of Gaming 2026: mobile, PC and console trends (February 2026)Sensor Tower
  8. State of Gaming 2026 full report, free with a formSensor Tower
  9. State of Gaming press release: 52 billion downloads and $82 billion on mobile (February 26, 2026)Sensor Tower
  10. State of Mobile Gaming 2025 press release (March 11, 2025)Sensor Tower
  11. H1 2026 Digital Gaming Market Index (July 2026)Sensor Tower
  12. Q2 2026 Digital Market Index (August 2026)Sensor Tower
  13. Q1 2026 mobile, web and ad trends (May 2026)Sensor Tower
  14. Japan Gaming 2026 (September 2026)Sensor Tower
  15. India mobile app market in Q1 2026 (April 2026)Sensor Tower
  16. Top mobile games by revenue and downloads, January 2026Sensor Tower
  17. Top mobile games by revenue and downloads, February 2026Sensor Tower
  18. Top mobile games by revenue and downloads, March 2026Sensor Tower
  19. Top mobile games by revenue and downloads, April 2026Sensor Tower
  20. Top mobile games by revenue and downloads, May 2026Sensor Tower
  21. Top mobile games by revenue and downloads, June 2026Sensor Tower
  22. Top mobile games by revenue and downloads, July 2026Sensor Tower
  23. Top mobile games by revenue and downloads, August 2026Sensor Tower
  24. Top mobile games by revenue and downloads, September 2026Sensor Tower
  25. AppMagic: growth of the mobile games market slowed in 2025GamesMarket
  26. 2025 US consumer spending on video games reaches $60.7 billion (February 11, 2026)Entertainment Software Association
  27. Essential Facts About the US Video Game Industry 2026 (PDF)Entertainment Software Association
  28. China's game market revenue and users reach record highs in 2025 (December 23, 2025)China Daily
  29. Korean game sales surpass 23.8 trillion won in 2024, KOCCA white paper (March 25, 2026)The Asia Business Daily
  30. All About Video Games, European Key Facts 2025Video Games Europe
  31. Tencent 2026 second quarter results (PDF)Tencent via HKEX
  32. NetEase second quarter and interim 2026 results (PDF)NetEase via HKEX
  33. Results for fiscal first quarter 2027 (August 2026)Take Two Interactive
  34. Unity reports second quarter 2026 financial results (PDF)Unity
  35. Unity launches cross platform commerce management, with the top 1,000 mobile games claim (October 22, 2025, PDF)Unity
  36. Unity for games: share of top mobile games made with UnityUnity
  37. iOS App Store statistics and trends (updated daily)42matters
  38. Google Play statistics and trends (updated daily)42matters
  39. 2025 App Store Transparency ReportApple
  40. Top games of 2025 in the United StatesApp Store
  41. Video: State of the Gaming Industry, Chirag Ambwani of Sensor TowerPocketGamerbiz
  42. Video: State of Mobile 2026, nine trends that matterDeconstructor of Fun
  43. Video: The state of gaming in 2026 with Sensor TowerNaavik Gaming Podcast
  44. Video: Newzoo's $121 billion mobile forecast and other newstwo & a half gamers

Researched and written by Spreadcast. Last checked on October 24, 2026.

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