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.

Gaming advertising spans two very different markets: in-game advertising (brands placing ads inside games) and mobile user acquisition (game 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 (Sensor Tower). The in-game advertising market sits at $9–119 billion depending on what “in-game advertising” is defined to include — a scope discrepancy explained below. 65% of mobile gamers accept ads. Rewarded video completion rate: 75.8%. AppLovin and AdMob control 65% of mobile game ad revenue. For broader market context, see our video game industry statistics. Here are the verified numbers.
Key statistics
- $25 billion — global mobile gaming industry UA spend in 2025 (AppsFlyer State of Gaming for Marketers 2026 Edition via Mistplay; FoxData).
- $12 billion+ — mobile game advertising revenue in 2025 (Sensor Tower Gaming Deep-Dive Ad Monetisation Report via Game World Observer, July 2026).
- 2.4 trillion — ad impressions served in mobile games in 2025 (Sensor Tower via Game World Observer).
- 55.6% — share of mobile games carrying ad monetisation as of May 2026, up from 45.1% in 2021 (Sensor Tower via Game World Observer).
- 65% — share of mobile gamers who accept in-game ads (Business of Apps / IronSource).
- 75.8% — rewarded video ad completion rate (Embryo citing industry data; Adjust).
- 71% — gamers who prefer in-game video ads to making in-app purchases (AdPushup).
- 65% — mobile game ad revenue controlled by AppLovin and AdMob combined (Sensor Tower, May 2026).
- $4.70 — average iOS mobile game CPI in 2026 (Business of Apps; Mistplay).
- $3.40 — average Android mobile game CPI in 2026 (Business of Apps; Mistplay).
- $5.28 — average North American mobile app CPI, the most expensive region (Mistplay citing Mapendo 2024).
The scope problem: what “in-game advertising” actually means
Before citing any market size figure, the scope must be defined — because published estimates range from $9 billion to $229 billion for what is loosely called “in-game advertising”:
| Scope | 2025 Market Size | Source |
|---|---|---|
| Gaming-specific in-game ads only (mobile game ad revenue) | $12B+ | Sensor Tower (direct measurement) |
| Narrow in-game advertising (static/dynamic ads in games) | $9.4–10.0B | IMARC Group; SkyQuest |
| Broad in-game advertising (all platforms, all formats) | $119B | Mordor Intelligence |
| Total in-app advertising (all apps, not just games) | $154–229B | Dataintelo; Grand View Research |
The Sensor Tower $12B figure is the most reliable — it is a direct measurement of gaming-specific ad revenue from Sensor Tower’s proprietary tracking of mobile game advertising, not a modelled market estimate. All other figures are market research estimates with differing methodology.
The $119B Mordor Intelligence figure is the broadest interpretation — it includes all forms of advertising associated with games across all platforms, including sponsorships, esports advertising, streaming/content advertising related to games, and programmatic ads served within games. It is a legitimate market definition but not comparable to the narrow Sensor Tower figure.
In-game advertising
55.6% of mobile games now carry ads — 2.4 trillion impressions in 2025
(Source: Game World Observer citing Sensor Tower Gaming Deep-Dive Ad Monetisation Report, July 6, 2026; SkyQuest; IMARC Group)
Ad adoption in mobile games (Sensor Tower):
- 55.6% of mobile games use ad monetisation as of May 2026 — up from 45.1% in July 2021.
- 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, SkyQuest / Market.us):
- 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 (SkyQuest; Market.us):
- 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 (Market.us).
AppLovin and AdMob dominance (Sensor Tower, 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
(Source: Embryo citing industry data; Adjust; AdMob/Google; Business of Apps (updated July 30, 2026); IAB)
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 (Business of Apps).
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 (Udonis).
- 84% of gamers would adopt a new game advertised to them with tangible rewards (Mistplay).
- 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 (Business of Apps):
- 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
(Source: AppsFlyer State of Gaming for Marketers 2026 Edition via Mistplay and FoxData; Adjust Gaming App Insights Report 2026 Edition; Business of Apps; Mapendo 2024)
Total UA spend:
- Global mobile gaming industry UA spend: $25 billion in 2025 (AppsFlyer State of Gaming for Marketers 2026 Edition — the definitive annual UA benchmarking report).
- 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 (Business of Apps; Mistplay 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 (Mistplay citing Mapendo 2024; Adjust 2026):
| Region | Average CPI | YoY Change |
|---|---|---|
| North America | $5.28 | +31% |
| EMEA | $1.03 | +47% (sharp increase) |
| APAC | $0.93 | Moderate increase |
| Latin America | $0.34 | +40% |
CPI by mobile game genre (Adjust Gaming App Insights 2026; Business of Apps; FoxData):
| Genre | iOS CPI | Android CPI | Notes |
|---|---|---|---|
| Hypercasual | $1.50–2.50 | $0.40 | Volume model; ad-monetised |
| Casual / Hybrid-casual | $1.41–3.00 | $0.14–0.95 | Fastest CPI growth (+38% iOS YoY) |
| Puzzle | $3.00 | $2.00 | High download volume, decent LTV |
| Simulation | $3.75 | $2.50 | Growing genre |
| Strategy / Midcore | $5.50 | $4.00 | High LTV justifies cost |
| RPG / Hardcore | $6.00 | $4.50 | Expensive; highest LTV users |
| Casino / Slots | High (CPM $12+) | High | 11:1 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 (AdAction; Business of Apps):
- 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
(Source: Business of Apps citing IronSource; Sensor Tower via Game World Observer; AdMob)
- 65–75% of mobile gamers accept in-game ads (Business of Apps / IronSource).
- 70%+ of mobile gamers are “happy to see ads show up in gameplay” (IronSource study).
- 55.6% of mobile games now use ad monetisation (May 2026, Sensor Tower).
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 (Sensor Tower 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
Brands are increasing gaming ad investment — but measurement remains immature
(Source: Market.us; SkyQuest; Business of Apps; Anzu/Livewire partnership announcement)
Brand gaming ad spend is growing but difficult to isolate from total gaming ad spending because:
- Most brand spending in games goes through programmatic channels where game inventory is mixed with non-game inventory.
- Direct in-game brand placements (virtual billboards, character skins, sponsor integrations) are often handled via bespoke deals without public data disclosure.
What is known:
- North America accounts for 38.3% of global in-game advertising revenue — concentrated in premium brand spending.
- Dynamic in-game advertising (programmatically updated real-world brand placements inside game worlds) is growing fastest among brand spending categories.
- Esports sponsorship — a related brand spend category — reached $874 million globally in 2024 (Newzoo), with brands like Red Bull, Mercedes-Benz, and Intel as major investors.
- Google expanded AdMob’s “immersive in-game ads” in 2024 — ads blending into game environments during level transitions — adopted by developers including APPS and Supercent. This is specifically designed for brand-style placements rather than performance marketing.
- TikTok gaming: TikTok users download 50% more games and play longer than non-TikTok users (GameBizConsulting citing TikTok data). Gaming advertisers on TikTok pay CPI of $1.75–$4.00 depending on campaign.
Measurement gap: The gaming advertising industry lacks the standardised measurement frameworks of TV or digital display. Viewability, brand recall, and incremental lift from in-game ads are measured inconsistently across platforms — a recognised industry challenge that limits brand investment.
Historical milestones
- 2010 — Mobile advertising in gaming emerges as a meaningful revenue stream. First mobile banner ads.
- 2012 — Rewarded video ad format emerges; rapidly becomes the dominant mobile gaming ad format.
- 2019 — In-game advertising begins attracting AAA game publishers.
- 2021 — Apple ATT (iOS 14.5) disrupts mobile UA; CPI volatility increases. Gaming UA spend: ~$15 billion.
- 2021 — 45.1% of mobile games carry ad monetisation (Sensor Tower baseline).
- 2022 — AppLovin’s acquisition of MoPub (Twitter’s ad exchange) expands its gaming ad dominance.
- 2024 — AppLovin stock surges 730%; gaming ad duopoly (AppLovin + AdMob) solidifies at 61% combined share.
- 2025 — UA spend: $25 billion. Ad revenue: $12B+. 55.6% of mobile games carry ads.
- May 2026 — AppLovin + AdMob reach 65% combined mobile game ad revenue share.
Sources
- “In 2025, mobile game advertising revenue exceeded $12 billion”. Game World Observer citing Sensor Tower, July 6, 2026, https://gameworldobserver.com/2026/07/06/in-2025-mobile-game-advertising-revenue-exceeded-12-billion-analytics
- “How much does mobile user acquisition cost in 2026?” Mistplay citing AppsFlyer State of Gaming for Marketers 2026, https://business.mistplay.com/resources/user-acquisition-cost
- “2026 Mobile Game User Acquisition Cost Benchmarks”. FoxData citing AppsFlyer and Adjust, https://foxdata.com/en/blogs/2026-mobile-game-user-acquisition-cost-benchmarks-how-much-should-you-spend/
- “App User Acquisition Costs (2025)”. Business of Apps citing Mistplay and Mapendo, https://www.businessofapps.com/marketplace/user-acquisition/research/user-acquisition-costs/
- “Understanding rewarded video ads: Best practices and insights”. Adjust, https://www.adjust.com/blog/understanding-rewarded-video-ads/
- “Rewarded Video Ads (2026)”. Business of Apps, updated July 30, 2026, https://www.businessofapps.com/ads/rewarded-video/
- “Rewarded Ads: a Win for Users, Developers, and Advertisers”. AdMob/Google, https://admob.google.com/home/resources/rewarded-ads-win-for-everyone/
- “In-Game Advertising Market Size, Growth”. SkyQuest, https://www.skyquestt.com/report/in-game-advertising-market
- “In-Game Advertising Market Size, Share & Forecast 2034”. IMARC Group, https://www.imarcgroup.com/in-game-advertising-market
- “United States In-Game Advertising Market”. Research and Markets, https://www.researchandmarkets.com/report/united-states-in-game-advertising-market
- “Mobile App User Acquisition Cost”. AdAction, April 2026, https://www.adaction.com/blog/mobile-app-user-acquisition-cost