Mobile gaming revenue reached $81.8 billion in 2025, edging up slightly as spending on non-game mobile apps grew more quickly. The figures point to a changing app economy: consumers spent more on non-game apps than on games, while performance varied across gaming genres, publishers, and individual titles.
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Mobile gaming revenue and app spending in 2025
The State of Mobile 2026 report described 2025 as a “year of divergence” for mobile gaming. Global revenue from mobile games rose slightly to $81.8 billion, while consumer spending on non-game apps increased 21% to $85.6 billion.
No new game crossed the $1 billion revenue mark for the first time during the year. Instead, apps including CapCut, WeTV, and ChatGPT were among the leading earners. ChatGPT recorded more than $3 billion in in-app purchases.
In total, 18 apps generated more than $1 billion in revenue in 2025, split evenly between games and non-game apps. Pokémon TCG Pocket was identified as a title on track to pass that threshold in 2026. These figures show why it is useful to distinguish game revenue from broader app spending when comparing market performance.
Genres and games driving growth
Casual and mid-core games remained the highest-earning genres. Hybridcasual recorded the strongest spending growth among the genres highlighted, rising 17.1% from $3.5 billion to $4.2 billion. For players and industry observers, this growth offers a useful indicator of where consumer spending increased, though it does not mean every game in the genre performed equally.
Strategy game downloads increased across Asia, North America, and Europe. Leading titles included Last War: Survival from Funfly and Whiteout Survival from Century Games. The two titles also ranked among the top games worldwide by revenue, followed by Dream Games’ Royal Match and Scopely’s Monopoly Go.
When comparing download trends with revenue, remember that the measures describe different things: a rise in downloads does not necessarily translate into the same rate of spending growth.
Publishers and game discovery
Tencent ranked first among publishers for in-app purchase earnings, generating almost $8 billion. Scopely and Century Games followed. Roblox accounted for 75% of visits to game publisher websites in 2025. Of those visits, 90% were direct and 5% came from organic searches.
Supercell’s web store received the most traffic among the stores mentioned, with 1.5 billion visits. Website traffic and in-app purchases are separate indicators, so they should not be treated as interchangeable measures of a publisher’s overall performance.
How to interpret the 2025 figures
The report’s estimates cover downloads and revenue on the iOS App Store and Google Play from January 1, 2024, through December 31, 2025. The figures therefore provide a view of activity across those two stores and the stated period; they should not be assumed to represent every platform or all forms of game-related spending.
Overall, mobile gaming revenue remained substantial in 2025, but non-game app spending moved ahead. Genre-level growth, leading game rankings, and publisher earnings each offer a different way to understand this shift. Keeping those measures distinct makes the market figures easier to compare and interpret.