Mobile gaming crossed a historic line in 2025: the global games market passed $200 billion for the first time, and mobile alone out-earned PC and console combined (Newzoo, 2025). This page collects the most-cited mobile gaming numbers for 2026 in one place — market size, who plays, how they behave, what they spend, what it costs to acquire them, and what is happening in skill-based real-money gaming — with every figure attributed to a named analyst firm, primary survey, or company filing. I run player trust at Atay Games; we maintain this as a reference for journalists, researchers, and anyone writing about the category. Where two reputable firms measure the same thing differently, both numbers are shown and the methodology gap is explained rather than blended away.
- The market. Global games revenue hit $201.6B in 2025 (+9.1% YoY) — the first time past $200B. Mobile alone made $113.3B (+10.7%), more than PC and console combined (Newzoo, 2025).
- The players. Mobile is the largest platform with 3 billion players — 83% of the global player base of 3.58 billion (Newzoo, 2025).
- Not a teenage boy. The average US player is 37 years old, and the split is 53% male / 46% female (ESA, 2026).
- Retention is brutal. Median Day-1 retention is ~14%; the top 1% of games retain 64–68%. Median Day-30 is under 1% (GameAnalytics, 2026).
- Acquisition costs are climbing. Global average CPI reached $0.56 in 2025, up 30% YoY (Newzoo, 2025), with $25B in total gaming UA spend (AppsFlyer, 2026).
- The turning point. 2025 was the first year non-game apps out-earned games in store consumer spend: $85.6B vs $81.8B (Sensor Tower, 2026).
Market Size & Revenue
Global games revenue reached $201.6 billion in 2025, growing 9.1% year on year and passing the $200 billion threshold for the first time. Mobile games generated $113.3 billion of that, up 10.7% — more than PC and console combined (Newzoo, 2025). Mobile is no longer the challenger platform in gaming; arithmetically, it is the majority of the industry, at roughly 56% of all games revenue.
Mobile's Share of the $201.6B Global Games Market (2025)
Source: Newzoo Global Games Market Report, 2025.
Here is the single most important caveat on this page, and the one most often gotten wrong in secondary coverage. Sensor Tower reports 2025 mobile game consumer spend at roughly $82 billion, up about 1% (Sensor Tower, 2026). That is not a contradiction of Newzoo's $113.3 billion — the two firms are measuring different things. Sensor Tower's figure counts app-store in-app purchases only; Newzoo's counts total mobile games revenue including in-game advertising and revenue outside the app stores. Cite whichever fits your argument, but say which one you are citing and never blend the two.
On volume rather than value, games were downloaded 52 billion times across mobile, PC, and console in 2025, with mobile driving that number at a rate of 95,000 downloads per minute (Sensor Tower, 2026). The two stores split that volume very unevenly against revenue: Google Play took 42 billion game downloads, but the App Store generated 75% higher gaming IAP revenue — the platform gap that shapes nearly every publisher's launch strategy. Downloads, meanwhile, are in a mild decline while engagement rises: mobile games were downloaded 49 billion times in 2024, a 7% drop from 2023, even as time spent rose 8% and session counts rose 12% (Sensor Tower, 2025). Fewer new installs, more play per installed player.
Mobile Game IAP Revenue Growth by Region, 2024 (% Year on Year)
Source: Sensor Tower, State of Mobile Gaming 2025 (2024 data).
Regionally, Asia Pacific still generated 49.23% of global mobile games revenue in 2025, with North America and Europe holding roughly 35% between them (Mordor Intelligence, 2025) — which is the important context for the chart above. Asia's −3% is a decline in the biggest market on the board, not a small market shrinking. Across all app categories, combined consumer spend on in-app purchases and paid apps reached $167 billion in 2025 across iOS and Google Play, up 10.6% (Sensor Tower, 2026).
Global games revenue reached $201.6 billion in 2025, up 9.1% and past $200 billion for the first time. Mobile generated $113.3 billion of that — roughly 56%, more than PC and console combined (Newzoo, 2025). Sensor Tower's lower $82 billion figure measures app-store in-app purchases only, while Newzoo counts total mobile revenue including in-game advertising and non-store channels; the two are not interchangeable. Games were downloaded 52 billion times in 2025, at 95,000 mobile downloads per minute. (Newzoo, 2025; Sensor Tower, 2026)
Player Demographics
Mobile is the largest gaming platform on earth with 3 billion players — 83% of the global player base of 3.58 billion, itself more than 60% of the online population (Newzoo, 2025). In the United States, 212.3 million Americans play video games and 67% play more than an hour a week (ESA, 2026).
The "teenage boy" stereotype died years ago and the primary data is unambiguous about it. The average US player is 37 years old, the gender split is 53% male / 46% female (ESA, 2026), and 28% of US players are 50 or older (ESA, 2025). Globally the balance is closer still: across 24,216 players surveyed in 21 countries, the split is 48% women and 51% men (ESA Power of Play, 2025).
Teens are mobile-first rather than console-first, which is worth noting for anyone forecasting where the platform mix goes next: 85% of US teens play video games and 70% play on a smartphone — the most common gaming device among that cohort, ahead of consoles (Pew Research Center, 2024).
Where the World's 3.58 Billion Players Play
Source: Newzoo Global Games Market Report, 2025.
For the casual puzzle, word, and card genres that anchor real-money skill gaming specifically, the skew goes further still — in the US roughly 75% of matching-puzzle, word, brain, and board players are women. We break that down in our skill-based mobile gaming statistics page.
Mobile is the largest gaming platform with 3 billion players — 83% of the world's 3.58 billion players (Newzoo, 2025). In the US, 212.3 million people play video games, the average player is 37 years old, and the split is 53% male / 46% female (ESA, 2026); 28% of US players are 50 or older (ESA, 2025). Globally, across 24,216 players in 21 countries, the split is 48% women / 51% men (ESA Power of Play, 2025). Among US teens, 85% play games and 70% play on a smartphone (Pew Research Center, 2024).
Player Behavior & Engagement Benchmarks
Retention is the metric studios actually get judged against, and the honest numbers are harsher than most published benchmarks suggest. Across 16,262 mobile games, median Day-1 retention is about 14%, the top 25% of games clear 30%, and the top 1% reach 64–68%. Median Day-7 retention is just under 4%, and median Day-30 retention is 0.69–0.79% — under one percent (GameAnalytics, 2026).
A note on why these look low. Benchmarks quoted elsewhere — including the ~30% Day-1 average on our own skill-based gaming statistics page — are usually averages, and often averages across a curated set of live, funded titles. The figures here are medians across the full distribution, including the long tail of small and abandoned games. Medians sit far below averages when a distribution is this skewed. Both are correct; they answer different questions. Use the median to ask "what does a typical game do," and the average to ask "what does a typical player experience." Comparing one against the other is the most common error in retention coverage.
| Retention benchmark | Median | Top 25% of games | Top 1% of games |
|---|---|---|---|
| Day 1 | ~14% | 30%+ | 64–68% |
| Day 7 | just under 4% | — | — |
| Day 30 | 0.69–0.79% | 1.6–1.8% | — |
Source: GameAnalytics 2026 Benchmarks, across 16,262 mobile games (2025 data). Medians, not averages.
Session behavior among the games that do retain: in the top 25% of mobile games, average session length is 5.2 minutes, players log 5.3–5.7 sessions per day, and daily playtime is 22–24 minutes; the top 1% exceed 94 minutes of daily playtime (GameAnalytics, 2026). That is the shape of mobile play — short sessions, many times a day, rather than long single sittings.
Casual engagement in particular surged in 2025: installs climbed 19%, sessions surged 37%, and average casual session length rose 15% to 26 minutes (Adjust, 2026). And the habit is strikingly consistent worldwide: 85% of mobile players in every market surveyed — US, UK, Korea, and Japan — log in multiple times per day (Mistplay, 2025).
What differs by market is loyalty, not frequency. 52% of mobile gamers in Japan and 67% in Korea focus on just 1–3 core titles, while most US and UK players rotate across 4 or more games per week. The hooks differ too: 60% of Western players cite login bonuses as their top reason to return, versus story-driven experiences and limited-time events in Japan (47%) and Korea (34%) (Mistplay, 2025).
Across 16,262 mobile games, median Day-1 retention is about 14%, median Day-7 is just under 4%, and median Day-30 is 0.69–0.79%; the top 1% of games retain 64–68% on Day 1. These are medians across the full distribution and sit well below the ~30% Day-1 averages quoted from curated live-title samples — both are valid, but they answer different questions and must not be compared directly. In the top 25% of games, sessions average 5.2 minutes with 5.3–5.7 sessions and 22–24 minutes of play per day. 85% of mobile players in the US, UK, Korea, and Japan log in multiple times daily. (GameAnalytics, 2026; Mistplay, 2025)
Monetization & In-App Purchases
Players spent nearly $82 billion on mobile game in-app purchases in 2025, the third consecutive year of growth (Sensor Tower, 2026), and in-app purchases held a 55.13% share of mobile game monetization overall (Mordor Intelligence, 2025). But the headline number hides how sharply the model splits by genre.
Casual is the most diversified category: 47% of casual apps are IAP-only, 28% are ads-only, and 21% run a hybrid of both. At the extremes there is almost no diversification at all — 90% of midcore games are IAP-only, while 79% of hypercasual games are ads-only (AppsFlyer, 2026).
How Casual Games Monetize — Share of Apps by Model
Source: AppsFlyer, The State of App Monetization — 2026 Edition.
On per-player economics, casino games lead on Day-90 IAP ARPU at $2.43, followed by midcore at $2.13 and casual at $1.34; ad-based ARPU tops out at just $0.55 for casual. Among paying players the gap widens — casino leads Day-90 ARPPU at $11.40, ahead of midcore at $9.80 and casual at $7.26. Casino also converts best, turning 4.95% of installs into one-time buyers and 3.01% into repeat buyers within 30 days (AppsFlyer, 2026).
Day-90 Revenue per Player by Category (USD)
Source: AppsFlyer, The State of App Monetization — 2026 Edition.
The revenue mix itself is shifting. Among apps running all three revenue streams, subscriptions nearly doubled from 4% of the mix in January 2025 to almost 7% by early 2026, while ad revenue fell from roughly 63% to about 56% and IAP held flat around 35% (AppsFlyer, 2026). On the advertising side, in-game advertising will represent 2.3% of overall digital ad spending in 2026, and US game ad revenues are forecast to surpass $10 billion by 2029 (eMarketer, 2026).
Players spent nearly $82 billion on mobile game in-app purchases in 2025, with IAP holding a 55.13% share of mobile game monetization. Monetization splits sharply by genre: 47% of casual apps are IAP-only versus 90% of midcore games, while 79% of hypercasual games are ads-only. Casino leads per-player economics with a Day-90 IAP ARPU of $2.43 and ARPPU of $11.40, converting 4.95% of installs to buyers within 30 days. Subscriptions nearly doubled from 4% to almost 7% of the revenue mix between January 2025 and early 2026 while ad share fell from ~63% to ~56%. (Sensor Tower, 2026; AppsFlyer, 2026; Mordor Intelligence, 2025)
User Acquisition & Marketing Costs
Global gaming app user acquisition spend reached $25 billion in 2025, growing 3.8% year over year, with nearly half of it flowing into the US (AppsFlyer, 2026). But the growth is not where you would expect: US budgets actually declined 5%, while spend grew 29% in Turkey and 19% in India. Money is moving toward cheaper, faster-growing markets.
Meanwhile the price of a player keeps rising. The global average cost per install for mobile games rose 30% year on year to $0.56 in 2025 (Newzoo, 2025). Treat that $0.56 as an accounting abstraction rather than a planning number — the spread underneath it is enormous. Casual games averaged $1.41 per install on iOS versus $0.14 on Android, and casino games posted the highest iOS CPI at $21.03 (Liftoff, 2025, with Singular data). A tenfold platform gap and a 150x genre gap both hide inside a single global average.
Return on ad spend splits along the same platform line. Average D30 ROAS for casual games reached 47% on iOS versus 15% on Android in 2024 — iOS installs cost roughly ten times more and pay back roughly three times better (Liftoff, 2025).
| Genre | iOS D30 ROAS | Android D30 ROAS |
|---|---|---|
| Sports | 80% | 21% |
| Kids | 68% | 8% |
| Strategy | 60% | 27% |
| Casual (average) | 47% | 15% |
Source: Liftoff, 2025 Casual Gaming Apps Report (2024 data, with Singular).
Three structural shifts are worth tracking. China-headquartered publishers captured 35% of global gaming UA spend outside China in 2025, growing their share 22% year over year (AppsFlyer, 2026). Top gaming advertisers produced 2,400–2,600 creative variations per quarter, up 25–30% year over year as AI-assisted production scaled. And four years after Apple's App Tracking Transparency rollout, 50% of users globally now consent to tracking — up 10 points — with iOS ad spend growing 26% from 2023 to 2024 versus 10% on Android (AppsFlyer, 2025). The ATT panic has substantially normalized.
Global gaming UA spend reached $25 billion in 2025, up 3.8%, though US budgets fell 5% while Turkey grew 29% and India 19%. The global average mobile game CPI rose 30% to $0.56 — an average that conceals a tenfold platform gap and a 150x genre gap: casual games cost $1.41 per install on iOS versus $0.14 on Android, while casino games reach $21.03 on iOS. Casual D30 ROAS is 47% on iOS versus 15% on Android. Four years post-ATT, 50% of users globally consent to tracking. (AppsFlyer, 2026; Newzoo, 2025; Liftoff, 2025)
Skill-Based & Real-Money Mobile Gaming
Competitive cash-prize gaming — tournaments decided by skill rather than chance — is one of mobile's most distinctive segments and the category Atay Games operates in. This section is a summary; the full breakdown with market sizing, demographics, and state-by-state legality lives on our dedicated skill-based mobile gaming statistics page.
The public benchmark for the category is the Skillz platform, operated by Firy Inc. (NYSE: FIRY, formerly SKLZ) following its June 2026 rebrand. It reported full-year 2025 revenue of $104.5 million, up from $92.9 million in 2024, with an average of 141 thousand paying monthly active users (Skillz Inc., March 2026). Paying users spent an average of $61.70 per month in 2025, rising to $76.00 in Q1 2026, and Q1 2026 revenue reached $29.1 million, up 33% from $21.9 million a year earlier. That ARPPU is far above blended free-to-play ARPU, which reflects the rake-on-real-stakes model rather than ads and microtransactions.
Cash-prize skill competition is legal in most of the United States — the Skillz platform enables cash prizes in 45 states plus DC, excluding Arkansas, Connecticut, Delaware, Louisiana, and South Dakota (Skillz Inc. Form 10-K, FY2025). Our state-by-state legality breakdown covers how the predominance test decides this.
The category's defining legal story is about bots, and it runs opposite to the way it is usually told. In 2026, a unanimous federal jury awarded Skillz $420 million in actual damages against Papaya Gaming for false advertising — described by the company as the largest such verdict in US history under the Lanham Act — with a potential total award ranging from $420 million to over $1.2 billion depending on the court's final determinations (Skillz Inc., Q1 2026). Skillz was the plaintiff here, not the defendant, and it separately won $42.9 million from AviaGames on related bot claims. For readers evaluating whether cash games use bots, that distinction matters — we cover it in real human opponents, not bots.
India is the instructive cautionary tale. Historically the world's largest real-money gaming market, it had 590 million gamers in FY24, with RMG growing 23% to $2.4 billion — the largest revenue driver of a $3.8 billion gaming market, where 44% of gamers are women and 66% come from non-metro cities (Lumikai, FY24). After India's 2025 real-money gaming ban, one in three former RMG players migrated to offshore betting platforms with zero oversight, zero tax contribution, and zero consumer protection (Lumikai with VTION, 2025). The market still surpassed $1.5 billion in 2025 with 555 million gamers. Prohibition moved the demand offshore rather than removing it.
The Skillz platform — operated by Firy Inc. (NYSE: FIRY, formerly SKLZ, rebranded June 2026) — reported $104.5 million in full-year 2025 revenue with 141 thousand paying monthly active users and $61.70 monthly ARPPU, rising to $76.00 in Q1 2026. Cash prizes are enabled in 45 US states plus DC. In 2026 a unanimous federal jury awarded Skillz $420 million against Papaya Gaming for false advertising, with a potential total award up to $1.2 billion; Skillz is the anti-bot plaintiff in this litigation, not the defendant. In India, after the 2025 RMG ban, one in three former players moved to unregulated offshore betting platforms. (Skillz Inc., 2026; Lumikai, 2025)
Genre Trends & App Store Discovery
2025 marked a genuine turning point that deserves more attention than it got: for the first time, non-game apps out-earned games in store consumer spend — $85.6 billion versus $81.8 billion in IAP revenue (Sensor Tower State of Mobile 2026 data, via Deconstructor of Fun). Games have been the store's revenue engine since the App Store opened. That is no longer true.
Within games, strategy was the biggest revenue gainer of 2025, adding $1.38 billion in IAP revenue in Asia, $1.12 billion in North America, and $629 million in Europe; puzzle gained $706 million in Europe. Strategy was also the only mobile category to post gains across revenue, downloads, and total time spent simultaneously. The largest declines were RPG in Asia (−$1.53 billion) and casino in North America (−$860 million). On volume, hypercasual was the only model to post download growth, while downloads fell across most genres, with especially steep drops in lifestyle, simulation, and puzzle (Sensor Tower, 2026).
The store split is lopsided in opposite directions for volume and value. Google Play represented 81% of all mobile game downloads globally in 2025 and the App Store just 15% — yet the App Store generates 75% more gaming IAP revenue. 96% of all game downloads are free to install, and average IAP revenue per download reached $1.62 (Sensor Tower, 2026). Puzzle game ad exposure grew roughly 40% year over year in 2025.
On discovery, search remains the front door: 70% of App Store visitors use search to find apps, and almost 65% of downloads happen directly after a search (Apple Ads, 2026). The shelf is crowded and actively pruned — the App Store hosted 1,961,596 apps at the end of 2024, up nearly 100,000 in a year, while Apple removed 82,509 apps, primarily in Utilities and Games (Apple App Store Transparency Report, 2024).
2025 was the first year non-game apps out-earned games in store consumer spend: $85.6 billion versus $81.8 billion. Strategy was the biggest revenue gainer, adding $1.38 billion in Asia and $1.12 billion in North America, and the only category to gain revenue, downloads, and time spent simultaneously; RPG in Asia (−$1.53 billion) and casino in North America (−$860 million) fell hardest. Google Play took 81% of game downloads versus the App Store's 15%, yet the App Store generates 75% more gaming IAP revenue. 96% of game downloads are free to install and average IAP revenue per download is $1.62. 70% of App Store visitors use search to discover apps. (Sensor Tower, 2026; Apple, 2026)
Future Projections
Newzoo forecasts mobile games revenue will reach $121.1 billion in 2026, inside a global games market heading to $234.4 billion by 2028 (Newzoo, 2025). Longer term, Mordor Intelligence projects the mobile games market growing from $148.92 billion in 2026 to $241.66 billion by 2031, a 10.17% CAGR, with Africa the fastest-growing region at a 12.51% CAGR (Mordor Intelligence, 2026). PwC put the global video games market at $224 billion in 2024, approaching $300 billion in 2029 at a 5.7% CAGR (PwC, 2025).
Read the table below as four different firms' opinions rather than one forecast curve. Newzoo's 2026 mobile figure ($121.1B) and Mordor's ($148.92B) differ by nearly $28 billion for the same year and the same nominal market — because they define "mobile games market" differently. Scopes are not comparable, and any chart that plots these on one line is wrong.
| Year | Scope | Figure | Source |
|---|---|---|---|
| 2026 | Mobile games revenue | $121.1B | Newzoo |
| 2026 | Mobile games market | $148.92B | Mordor Intelligence |
| 2028 | Global games market | $234.4B | Newzoo |
| 2029 | Global video games market | ~$300B | PwC |
| 2029 | US in-game ad revenue | $10B+ | eMarketer |
| 2031 | Mobile games market | $241.66B | Mordor Intelligence |
Figures reflect each firm's own market definition; scopes differ and are not directly comparable. Sources: Newzoo (2025), Mordor Intelligence (2026), PwC Global Entertainment & Media Outlook 2025–2029, eMarketer (2026).
Newzoo forecasts mobile games revenue of $121.1 billion in 2026 inside a global games market reaching $234.4 billion by 2028. Mordor Intelligence projects the mobile games market growing from $148.92 billion in 2026 to $241.66 billion by 2031 (10.17% CAGR), with Africa fastest-growing at 12.51% CAGR. PwC put global video games at $224 billion in 2024, approaching $300 billion by 2029. The $28 billion gap between Newzoo's and Mordor's 2026 mobile figures is a definitional difference, not a disagreement — these scopes are not comparable. (Newzoo, 2025; Mordor Intelligence, 2026; PwC, 2025)
How to Cite This Page
You're welcome to quote any statistic on this page. We ask only that you link back to it as the source so readers can verify the underlying data, and that you carry through the methodology caveats — particularly the Newzoo-versus-Sensor Tower distinction and the median-versus-average retention distinction, which are the two most commonly mangled numbers in this category. Suggested citation:
Atay Games, Mobile Gaming Statistics You Need to Know in 2026, updated July 17, 2026. https://ataygames.com/mobile-gaming-statistics-2026
HTML link snippet: <a href="https://ataygames.com/mobile-gaming-statistics-2026">Mobile Gaming Statistics 2026 (Atay Games)</a>
Frequently Asked Questions
How big is the mobile gaming market in 2026?
Newzoo estimates mobile games generated $113.3 billion in 2025 — more than PC and console combined — and forecasts $121.1 billion for 2026 (Newzoo, 2025). Measured by in-app purchases alone, Sensor Tower puts 2025 mobile game consumer spend at roughly $82 billion (Sensor Tower, 2026). The gap is methodology, not disagreement: Newzoo counts revenue beyond app-store IAP, including in-game advertising.
How many people play mobile games?
What is a good retention rate for a mobile game in 2026?
Across 16,262 mobile games, median Day-1 retention is about 14%, the top 25% clear 30%, and the top 1% reach 64–68%. Median Day-7 is just under 4% and median Day-30 is under 1% (GameAnalytics, 2026). These medians run far below the ~30% Day-1 averages quoted elsewhere because a long tail of low-retention titles pulls the middle of the distribution down — don't compare a median against an average.
What is skill-based real-money mobile gaming?
It lets players compete in tournaments of skill — puzzle, word, card, arcade — for cash prizes, which is legally distinct from chance-based gambling. In the US, the Skillz platform enables cash prizes in 45 states plus DC. Its operator, now Firy Inc. (NYSE: FIRY, formerly SKLZ), reported $104.5 million in 2025 revenue with 141 thousand paying monthly active users (Skillz Inc., March 2026). See our skill-based gaming statistics page for the full picture.
Which mobile game genre makes the most money in 2026?
Two different answers depending on the question. On total revenue growth, strategy was the biggest gainer of 2025, adding $1.38 billion in Asia, $1.12 billion in North America, and $629 million in Europe (Sensor Tower, 2026). On per-player economics, casino leads with a Day-90 IAP ARPU of $2.43 and ARPPU of $11.40 (AppsFlyer, 2026).
How much does it cost to acquire a mobile game player?
Methodology & Sources
This page aggregates published figures from market-research firms, vendor benchmark reports built on aggregated client data, primary consumer surveys, and a public company's reported financials. Two editorial rules govern it. First, where two reputable sources measure the same market differently, both figures are shown with the definitional gap explained rather than averaged into a single misleading number. Second, medians and averages are labeled as such and never compared against each other. One figure on this page is derived arithmetic rather than a reported number — the $88.3 billion non-mobile market size, obtained by subtracting Newzoo's mobile figure from its global total — and it is labeled in place. Every statistic links inline to its origin; the full source list follows.
- Newzoo, Global Games Market Report — 2025 actuals and 2026–2028 forecasts, retrieved 2026-07-17, via PocketGamer.biz and PocketGamer.biz
- Sensor Tower, State of Gaming 2026, retrieved 2026-07-17, sensortower.com and PR Newswire
- Sensor Tower, State of Mobile 2026, retrieved 2026-07-17, sensortower.com; genre and non-game-vs-game analysis via Deconstructor of Fun
- Sensor Tower, State of Mobile Gaming 2025 (2024 data — regional growth, download decline), retrieved 2026-07-17, sensortower.com
- AppsFlyer, The State of App Monetization — 2026 Edition, retrieved 2026-07-17, appsflyer.com
- AppsFlyer, State of Gaming App Marketing — 2026 Edition, retrieved 2026-07-17, appsflyer.com
- AppsFlyer, ATT opt-in rate benchmarks, 2025, retrieved 2026-07-17, appsflyer.com
- GameAnalytics, 2026 Mobile & PC Gaming Benchmarks (16,262 mobile games, 2025 data; medians), retrieved 2026-07-17, gameanalytics.com
- Liftoff, 2025 Casual Gaming Apps Report (2024 data, with Singular), retrieved 2026-07-17, liftoff.io
- Adjust, Mobile App Trends 2026, retrieved 2026-07-17, adjust.com
- Entertainment Software Association, Essential Facts About the U.S. Video Game Industry, 2026 data, retrieved 2026-07-17, theesa.com; 2025 data (28% aged 50+), theesa.com
- Entertainment Software Association, The Global Power of Play Report (24,216 players across 21 countries), 2025, retrieved 2026-07-17, theesa.com
- Pew Research Center, Teens and Video Games Today, May 2024, retrieved 2026-07-17, pewresearch.org
- Mistplay, 2025 Mobile Gaming Across Markets Report, retrieved 2026-07-17, mistplay.com
- Skillz Inc. (now Firy Inc., NYSE: FIRY), Q4 and Full Year 2025 Results, March 2026, retrieved 2026-07-17, investors.skillz.com; Q1 2026 results and Form 10-K (FY2025), investors.skillz.com
- Lumikai, State of India Interactive Media & Gaming Report, FY24 and 2025 editions (2025 edition with VTION), retrieved 2026-07-17, lumikai.com
- Mordor Intelligence, Mobile Games Market Report, 2025 and 2026 editions, retrieved 2026-07-17, mordorintelligence.com
- PwC, Global Entertainment & Media Outlook 2025–2029, retrieved 2026-07-17, pwc.com
- eMarketer, Video game advertising forecasts, 2026, retrieved 2026-07-17, emarketer.com
- Apple, Apple Ads (App Store search discovery), 2026, searchads.apple.com; App Store Transparency Report, 2024, apple.com
Disclaimer. Figures on this page are drawn from third-party research, vendor benchmark reports, survey data, and company financial disclosures; market estimates are forecaster projections and definitions vary between firms, so figures from different sources are not interchangeable. Vendor benchmarks (AppsFlyer, GameAnalytics, Liftoff, Adjust, Mistplay, Sensor Tower) reflect each vendor's own measured sample rather than the whole market. Statistics reflect the most recent data available as of the last update and may change. Nothing here is legal, financial, or investment advice — skill-gaming laws differ by state and change over time, so verify the current status in your state before depositing. Never deposit money you cannot afford to lose. Responsible-play resources: National Council on Problem Gambling at ncpgambling.org or 1-800-522-4700.
Play the Games Behind the Numbers
Atay Games runs real-money skill tournaments on the Skillz platform — identical boards, verified human opponents, withdrawals to PayPal, Visa, or Apple Pay. Free practice modes on every title.
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