Gaming Advertising Statistics 2026: In-Game Ads, UA Costs & Brand Spend

The gaming industry spent $25 billion on mobile user acquisition. Mobile game advertising revenue exceeded $12 billion.

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Gaming advertising spans two very different markets — in-game advertising (brands placing ads inside games) and mobile user acquisition (publishers buying ads to find new players). The gaming industry spent $25 billion on mobile user acquisition in 2025 alone (AppsFlyer). Mobile game advertising revenue exceeded $12 billion in 2025. Market-research estimates for in-game advertising span $9–119 billion depending on scope. 65% of mobile gamers accept ads. Rewarded video completion rate reached 75.8%. AppLovin and AdMob control 65% of mobile game ad revenue.

Key statistics

  • $25 billion — global mobile gaming user-acquisition (UA) spend in 2025, +3.8% YoY (AppsFlyer State of Gaming for Marketers 2026).
  • $12 billion+ — mobile game ad revenue in 19 tracked markets in 2025 (a conservative floor, not a global total).
  • 2.4 trillion — mobile game ad impressions in 2025, same 19-market scope.
  • 24.6 billion — downloads of ad-monetized mobile games in 2025.
  • 65% — combined mobile game ad revenue share for AppLovin + AdMob, May 2026.
  • 75.8% — rewarded video ad completion rate.
  • 71% — gamers who prefer in-game video ads to making in-app purchases (AdPushup).
  • $4.70 — average iOS mobile game CPI benchmark.
  • $3.40 — average Android mobile game CPI in 2026.
  • $5.28 — average North American mobile app CPI, the most expensive region (2024).

The scope problem: what “in-game advertising” actually means

Mobile game ad revenue exceeded an estimated $12 billion in 2025:

Scope2025 market size
Gaming-specific in-game ads (mobile game ad revenue)$12B+

In-game advertising

Mobile game ads: $12B+ revenue floor and 2.4 trillion impressions in 2025 (19 markets)

Ad monetization metrics (19 countries with panel coverage):

  • Mobile game ad revenue exceeded $12 billion in 2025 in those markets — a floor, not full global ad spend.
  • This growth occurred as IAP monetisation stagnated, pushing publishers toward advertising as the incremental revenue model.
  • 24.6 billion downloads of ad-monetised mobile games in 2025 alone.
  • Peak download month: January 2026 at 2.33 billion.

In-game advertising formats (market share by revenue):

  • Static ads: billboards, banners, and fixed placements within game environments — 51.1% of market in 2023.
  • Dynamic ads: programmatically updated real-time ad placements (e.g., virtual billboards showing current real-world brands).
  • Rewarded video: opt-in video ads in exchange for in-game rewards.
  • Advergaming: entire games built around a brand as the core mechanic.
  • Interstitials: full-screen ads between game sessions.

By device:

  • PC/laptop: 51–70.5% of in-game advertising market share — reflecting the ad-supported free-to-play PC gaming ecosystem.
  • Smartphone/tablet: the fastest-growing segment; driven by hypercasual and casual mobile game explosion.

US market specifically (Research and Markets):

  • US in-game advertising market: $7.91 billion in 2024, projected to reach $13.74 billion by 2030 at 9.7% CAGR.
  • North America held 38.3% of global in-game advertising market share in 2023.

AppLovin and AdMob dominance (May 2026):

  • These two ad networks control 65% of all mobile game advertising revenue — up from 61% eighteen months prior.
  • Concentration is increasing, not decreasing. The ad network market is consolidating around AppLovin (APPLOVIN: +730% stock gain in 2024) and Google’s AdMob.

Rewarded video ads

75.8% completion rate — the most gamer-preferred ad format

Rewarded video ads offer in-game rewards (virtual currency, extra lives, power-ups) in exchange for watching a 15–30 second unskippable video. They are consistently the top-performing and most gamer-preferred ad format.

Performance metrics:

  • 75.8% — video completion rate for rewarded video ads (Embryo).
  • 2× — rewarded video ads are twice as effective as interstitial ads (Applixir).
  • 38% higher than average engagement rate vs standard video ads (Unity/IronSource case study).
  • 41% average revenue increase for developers after implementing rewarded video (Venatus).
  • 20–40% revenue increase range reported by publishers adding rewarded ads.

Gamer preferences:

  • 71% of gamers prefer in-game video ads to making in-app purchases (AdPushup).
  • 75% of mobile gamers consider rewarded video ads “less disruptive” than other formats (Applixir).
  • 53% of gamers play for longer because of in-game rewards.
  • 84% of gamers would adopt a new game advertised to them with tangible rewards.
  • 50% of gamers would be less satisfied if rewarded video ads were removed (AdMob/Google).

IAB finding (Internet Advertising Bureau — the industry’s primary advertising standards body):

  • Over 80% of users prefer rewarded video as an advertising format — the highest preference rate of any ad format tested.

Retention impact:

  • Gamers who watched a rewarded video in their first week had a 53% retention rate — more than 300% higher than the average.
  • Players who engage with rewarded video retain at rates 20–30% higher than non-engaged players (Layer.ai).

Revenue impact (AdMob case study — Avid.ly):

  • After implementing rewarded ads, users bought in-app items 18% more often.
  • Time in game increased 20%.
  • Total revenue grew 40%.

Mobile user-acquisition costs

The gaming industry spent $25 billion on UA in 2025 — CPI rising across every region

Total UA spend:

  • Global mobile gaming UA spend: $25 billion in 2025, up 3.8% YoY (AppsFlyer State of Gaming for Marketers 2026, based on aggregated install and spend data from ~9,600 gaming apps).
  • Mobile app UA costs have risen 60% over the past five years (AdAction).
  • 95%+ of installers churn within 30 days across iOS and Google Play — making retention the critical variable alongside CPI.

CPI by platform (2026):

  • iOS average CPI: $4.70 per install.
  • Android average CPI: $3.40 per install.
  • The iOS/Android gap is narrowing as Android privacy restrictions tighten.

CPI by region (2026):

RegionAverage CPIYoY Change
North America$5.28+31%
EMEA$1.03+47% (sharp increase)
APAC$0.93Moderate increase
Latin America$0.34+40%

CPI by mobile game genre (2026):

GenreiOS CPIAndroid CPINotes
Hypercasual$1.50–2.50$0.40Volume model; ad-monetised
Casual / Hybrid-casual$1.41–3.00$0.14–0.95Fastest CPI growth (+38% iOS YoY)
Puzzle$3.00$2.00High download volume, decent LTV
Simulation$3.75$2.50Growing genre
Strategy / Midcore$5.50$4.00High LTV justifies cost
RPG / Hardcore$6.00$4.50Expensive; highest LTV users
Casino / SlotsHigh (CPM $12+)High11:1 paid-to-organic install ratio

The retention reality (AdAction):

  • Industry-wide D30 retention: 3–7% across categories.
  • D7 retention on iOS: approximately 6.9%; Android: 5.2%.
  • A $4.00 CPI with 5% D30 retention = $80 cost per retained user.
  • A $6.00 CPI with 15% D30 retention = $40 cost per retained user.

The implication: CPI as a standalone metric is often misleading. Cost per retained user — which most studios don’t track — is the operationally relevant number.

iOS ATT impact:

  • Apple’s App Tracking Transparency (ATT, iOS 14.5+) reduced user-level targeting data.
  • iOS CPI has increased 20–30% since ATT launched.
  • Apple Search Ads now accounts for over 50% of iOS app advertising spend — the biggest beneficiary of ATT, since it operates within the App Store ecosystem.

Ad-supported gaming

65% of mobile gamers accept ads — hybrid monetisation is now standard

  • 65–75% of mobile gamers accept in-game ads.
  • 70%+ of mobile gamers are “happy to see ads show up in gameplay” (IronSource study).
  • Ad-supported titles drove 24.6 billion ad-monetized game downloads in 2025.

Hybrid monetisation (IAP + ads combined) is now the dominant model among successful mobile games:

  • Purely IAP-funded games are declining as a proportion of the market.
  • Purely ad-funded games (hypercasual) generate low revenue per download.
  • The fastest-growing monetisation segment is hybrid-casual — games combining casual download appeal with IAP depth, supplemented by rewarded video.

Ad-supported vs IAP revenue composition (2025):

  • Mobile game IAP revenue: $81.75 billion.
  • Mobile game ad revenue: $12 billion+.
  • Ad revenue is approximately 13–15% of total mobile game revenue — but growing faster than IAP.

Brand spending in gaming

Esports sponsorship reached $874 million worldwide in 2024

  • North America accounts for 38.3% of global in-game advertising revenue — concentrated in premium brand spending.
  • Esports sponsorship — a related brand spend category — reached $874 million globally in 2024, with brands like Red Bull, Mercedes-Benz, and Intel as major investors.
  • TikTok gaming: TikTok users download 50% more games and play longer than non-TikTok users. Gaming advertisers on TikTok pay CPI of $1.75–$4.00 depending on campaign.

Historical milestones

  • 2021Apple ATT (iOS 14.5) disrupts mobile UA; CPI volatility increases. Gaming UA spend: ~$15 billion.
  • 202145.1% of mobile games carry ad monetisation.
  • 2022AppLovin’s acquisition of MoPub (Twitter’s ad exchange) expands its gaming ad dominance.
  • 2024AppLovin stock surges 730%; gaming ad duopoly (AppLovin + AdMob) solidifies at 61% combined share.
  • 2025UA spend: $25 billion (AppsFlyer). Mobile game ad revenue: $12B+ in 19 markets.
  • May 2026AppLovin + AdMob at 65% combined mobile game ad revenue share.