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.
Short drama apps are reshaping mobile entertainment, surpassing 850M downloads in Q1 2026 (up 140% YoY) with IAP revenue reaching $750M. Growth is concentrated in Southeast Asia, Latin America, and India, where these apps outpace traditional OTT in user acquisition. Engagement is surging: daily time spent grew 85% to 25 minutes globally, nearing OTT levels in Southeast Asia. For ad ops, the shift toward ad monetization in addition to IAP opens new inventory opportunities. Key players like FreeReels, NetShort, and Melolo are scaling via localized content and paid acquisition, creating competitive ad markets.
Cross-platform measurement resolves the common problem of fragmented, device-level reporting that inflates ROAS and misallocates budgets. By unifying customer identity across web, mobile, CTV, and other surfaces, marketers gain a single view of LTV and attribution. AppsFlyer provides this via CUID stitching and Product Line grouping, enabling real-time, deduplicated insights without manual BI work. Key benefits include accurate cross-platform ROAS, elimination of duplicate attribution, and reliable data for AI-driven optimization.
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.
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.
Digital banking ad impressions surpassed 50B quarterly with spend above $350M by Q1 2026, driven by mobile-first adoption. Neobanks like Nubank lead downloads, while traditional banks modernize apps. SeaBank's integration with Shopee exemplifies ecosystem-driven acquisition. For ad ops, key takeaways: prioritize mobile channels, leverage partnerships for scale, and balance reach with trust-building to sustain engagement.
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.
2026年FIFA世界杯推动体育应用下载量创纪录,Q2全球达1.37亿,美国博彩平台用户获取超超级碗水平。预测市场在体育博彩中份额从不足1%升至16%,Kalshi等平台快速增长。WNBA安装基数增至157万,健康与快消品广告主大幅加码,广...
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2026年6月全球手游收入达61亿美元(环比降7%),Whiteout Survival登顶收入榜,ROBLOX领跑下载榜;头部游戏通过高频活动、IP联动及现实事件绑定驱动增长;市场启示在于精细化活动策划与跨渠道UA策略成为增量提效的关键。
报告指出亚太全渠道零售进入成熟期,竞争优势不再仅由下载量定义,而在于全渠道体验、生态系统差异化与线上线下融合。2025年全球零售应用下载量超87亿,零售网站访问量超4000亿,移动端贡献59%的网站流量(2026Q1 vs 2024Q1的4...