The State of Gaming App Marketing – 2024 Edition

The State of Gaming App Marketing – 2024 Edition<br>

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KEY findings

+39%
Hybrid monetization: +39% rise in Hypercasual, +24% in RPG
Hypercasual and RPGs both increased reliance on hybrid monetization, with Hypercasuals shifting from almost exclusive IAA, while RPG incorporated more IAA.
70%
More than 70% of buyers will buy again
Among those who make a purchase (less than 5%), transactions occur daily in the first 10 days post install. An analysis of high value buyers (AKA whales) showed revenue in North America declined 8%.
7.5%
Day 30 retention peaks at 7.5% when UGC is used in creatives
Retention values correlate with specific creative patterns. Key variables include use of UGC, gameplay footage, and scene types (animated or not).

Games spent $29 billion on UA in 2023

US dominates (iOS: $6.6B, Android: $5.5B), followed by Japan ($3B) and South Korea ($1.5B). Match games attracted the most spend ($8B+), with Mid-Core close behind.

Casual games see 13% rise in NOI and ad spend

Higher ad spend and more non-organic installs were seen especially in Simulation and Action genres; RPG and Strategy suffered declines on both metrics.

CPI jumped 48% on Android as iOS saw 17% drop

From Q1-2023 to Q2-2024, iOS CPI dropped significantly, signaling increased market efficiency and improved ad targeting; iOS CPI was still 3,5 times higher than Android on average.

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introduction

Redefining monetization: Mobile gaming’s hybrid future?

Don’t be fooled by the modest growth in mobile gaming in the last couple of years as some key trends were reshaping the industry landscape: the strengthening of hybrid monetization models, and a rise in Casual games.

On the hybridization front, we saw Mid-Core games – traditionally reliant on in-app purchases – beginning to embrace advertising more openly. In parallel from the other side of the spectrum, Hypercasual games, once the bastion of ad-based revenue, started flirting with in-app purchases.

Overall, the adoption of hybrid models surged by 20% across the industry, in what we’re calling a “two-sided trend”. This dual approach has redrawn the boundaries between Hypercasuals and Mid-Cores, creating a more nuanced and adaptable market. This isn’t just a niche trend; it’s a meaningful shift affecting the entire mobile gaming ecosystem.

Meanwhile, Casual games climbed across most categories, contrasted against the mixed performance of Mid-Core and Hypercasual games. This steady increase, both in installs and ad spend, highlights the ongoing appeal and success of Casual games in that evolving market.

As we navigate this evolving landscape, we encounter buzzwords like “Casualization” and “Hybridization.” But do these terms describe gameplay mechanics or monetization strategies? Our analysis focuses primarily on the latter. By understanding these dynamics, we can better prepare for the future of mobile gaming.

Data sample *
15,000
gaming apps (with at least 3,000 non-organic installs per month).
21.2 billion
non-organic installs from January 2023 to June 2024, inclusive.
$12.5 billion
spent by mobile games on user acquisition.

* All results are based on fully anonymous and aggregated data. To ensure statistical validity, we follow strict volume thresholds and methodologies and only present data when these conditions are met. When normalized data is presented, the share of each month out of the total for the entire time frame is shown to create a trend.

“The idea that ads can be slotted in without overly detrimenting IAP users is an appealing prospect. Improved segmentation capability within the industry has also made it easier for publishers to provide different experiences to users who do and don’t pay for IAP.”
Testimonial
Ryan Davies
Head of Performance Marketing at kwalee

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Overall Insights

Share of apps monetizing by revenue model

Watch our on-demand webinar to dive into the data and get tips from our experts


Non-organic install and UA ad spend change by genre (H1 2024 vs. H1 2023)


Revenue trend by genre (normalized)


Share of buyers and time to purchase by genre *

* Read as: Among those who completed a purchase, 23% made just one within 30 days post install, while 17% made two etc. numbers represent the average per app


IAP revenue split by user group

* Read as: In Q4 – Android, the top 5% of paying users by IAP generated 45.95% of the average revenue (on average per app)


“The Android platform offers a silver lining with more options for scaling our marketing spend. This includes avenues like rewarded incentives, loyalty networks, and preload partnerships.”
Testimonial
Chris Kim
Director of User Acquisition at Mobilityware

Year-over-year % change in non-organic installs by sub-genre *

* Based on data.ai‘s Game IQ; comparison was made between H1 of 2024 vs. H1 of 2023


Year-over-year % change in non-organic installs by country *

* Comparison was made between H1 of 2024 vs. H1 of 2023


App install ad spend in 2023 (USD) *

* Money spent by apps on new user acquisition. Spend is calculated by multiplying the NOIs by CPI, and then factoring data.ai market share data in the country in question to estimate the total spend among all mobile measurement partners; spend in China is excluded (not to be confused with spend by Chinese companies outside of China that is included in the estimation).

Global cost per install trend by genre (USD)

* Money spent by apps on new user acquisition. Spend is calculated by multiplying the NOIs by CPI, and then factoring data.ai market share data in the country in question to estimate the total spend among all mobile measurement partners; spend in China is excluded (not to be confused with spend by Chinese companies outside of China that is included in the estimation).

Android cost per install by genre and country in July 2024 (USD) *

 * CPI by country on iOS is not displayed because SKAdNetwork does not provide geo level data while cost data cannot separate SKAN and non-SKAN sources


Day 30 retention rate by creative combination *

* Read as:  
 
YES = with   /  NO = without
 
UGC = User-generated content
Gameplay = Demo that showcases the games in action within the creative
Scene type Animate = An animation is displayed within the creative
Scene type Real = Real life footage is displayed within the creative
Scene type Both = The ad features both animation and real life footage

For example, read “UGC: YES – gameplay: NO – scene_type: real” as a creative with UGC (yes), without gameplay (no), and with real life footage.


04

Experts' corner

Ryan Davies
Head of Performance Marketing
Chris Kim
Director of User Acquisition
Jen Donahoe
Strategic Marketing Consultant
What major differences do you see between iOS and Android for your game? How do you explain them, and how are you adjusting to those differences?

Over the years we’ve come to expect big differences between iOS and Android. K-factor, to take one key example, has consistently been lower on Android than on iOS for reasons that I suspect are as much to do with attribution as they are related to store page differences.

One big change over the past year or so for us is an increased reliance on Android as the ‘test bed’ for our games during production. While we do expect to see improved metrics on iOS, we find that it’s much easier to reliably acquire users and improve a game in a systematic way on Android.

Hybrid monetization is adopted by an increasing number of apps. How would you explain that phenomenon?

From a ‘why are people making this decision’ perspective, I suppose it has a lot to do with potential for incremental revenue. The idea that ads can be slotted in without overly detrimenting IAP users is an appealing prospect.

I also think that improved segmentation capability within the industry has made it easier for publishers to provide different experiences to users who do and don’t pay for IAP – this way you’re essentially able to cater to varying audiences with a lot less work than creating a whole new game/app.

What are your sentiments about the relative rise of IAA?

It’s clear the IAA market has evolved quite a bit in the past year or two. New hyper-casual games aren’t viable anymore, with lower CPMs in the market and network algorithms that prefer safer bets. The IAA games I see launching now are much more fleshed out and generally better experiences for users; providing a lot more ads within a session and presumably giving the networks more sure information to work with.

Having said all of this, I do think it’s important to note that while hybrid-casual is the hot trend right now, it’s notable that the number of successful launches in this area over the past year are actually quite limited. There are maybe ~20 very successful hybrid games out there right now that have scaled over the past two years.

Is the quality of ads really improving? Are they still considered to be a major issue for retention of users?

I wouldn’t say the quality of ads is improving. Speaking as someone who runs UA too, we’re all using the same methods and tactics to drive up conversion and interest from users – meanwhile, ad networks still employ tactics designed to increase CTRs etc. It only takes watching a few live mobile game ads to see that this is still an issue. I’d go so far as to say that these practices have degraded user interest in ad-driven mobile games over the past years, at least if you’re still running old-school interstitial focused games.

Which kind of creative work is the best for you?

Hard to deny that UGC ads have been consistent winners over the past year. You only need to watch a few well-executed creatives to understand why they’re so effective at drawing the attention of potential users – super dynamic, and the old advertising classic of ‘humans like seeing other humans’ holds true.

What that surprised you in the industry this year?

The lack of big new games! As part of our publishing and concepting process we regularly conduct analysis on genre conditions. It’s a little sad how often the ‘top games’ in any one genre are 90% launched before 2023. This doesn’t seem sustainable to me.

What major differences do you see between iOS and Android in your marketing?

Navigating the iOS and Android landscapes requires balancing marketing flexibility, privacy concerns, and financial considerations. For companies like ours, the Apple iOS landscape has become rigorous to navigate, especially with the Apple Tracking Transparency’s privacy framework which complicates things further.

However, the Android platform offers a silver lining with more options for scaling our marketing spend. This includes avenues like rewarded incentives, loyalty networks, and preload partnerships.

How has signal loss affected attracting whales? How can this be overcome?

The impact of signal loss on the mobile gaming industry has made it more competitive than ever. The devaluation of marketers’ bread-and-butter signals (user-level understanding) has radically impacted in-app purchase (IAP) strategies, forcing marketers to utilize proxy metrics.

It’s no longer a case of cherry-picking users, but more like purchasing a box of fruits and hoping it contains the specific ones you favor. One must innovate to navigate this increasingly competitive landscape.

How do you explain the rise of hybrid monetization?

The advent of hybrid monetization is reflective of the current shift in market dynamics. Pressured by a decrease in consumer spending on video games and an overall contraction in the ad market, game developers are seeking alternative sources of revenue.

To keep the wheels turning, businesses traditionally focusing on in-app ads (IAAs) are exploring in-app purchases (IAPs). This shift is indicative of both adaptability and a dire need for income diversification in turbulent times.

What are your sentiments about the rise of IAA?

It’s a bitter-sweet feeling for me with the surge in in-app advertising. While it provides game developers with more monetization opportunities, the increase in ad placements can potentially harm the user experience. An over-saturation of ads might detrimentally affect overall user health and engagement. The challenge for developers is to strike the right balance between driving revenue and ensuring a seamless, engaging user experience.

How are you using AI in your marketing?

Artificial Intelligence has greatly helped our product marketing efforts, particularly in the ASO text generation for localization, to the point that we now rarely use traditional localization agencies.

Which kind of creative works best nowadays?

The efficacy of marketing creatives has a striking influence on the user’s journey from viewer to player. In online card games, we’ve found that gameplay videos still strike the best balance between an attractive marketing creative, and one that conveys the most accurate information on a game so those who interact with the ad have the right intent.

What surprised you in the industry this year?

Despite the saturation, I’m surprised by the steady increase in competitors, within the card games space. This further underlines the fiercely competitive nature of the industry. The influx of competition serves as a crucial reminder to continually evolve and differentiate our offerings to maintain a competitive edge.

Which trends do you think will dominate going forward this year and into 2025?

I see a paradigm shift in the digital marketing landscape. The user acquisition market has become so saturated and competitive that conventional avenues may no longer suffice.

In order to thrive, fresh growth strategies such as collaborations with influencers, direct branding partnerships, and even deals with Original Equipment Manufacturers (OEMs) could become vital. These alternatives could offer valuable opportunities to bypass the traditional growth tactics.

Hybrid monetization is adopted by an increasing number of apps. How would you explain that phenomenon?

Game companies are always going to try new monetization methods to find the best balance of monetization and player sentiment. Where monetization strategies can strive to give players value and a “reason for being,” they have a chance of succeeding in the long run.

Subscriptions started the trend, but IAA and specifically rewarded videos, have become popular because players can choose to engage or not and get value from that decision.

Is the quality of ads really improving? Are they still considered to be a major issue for retention of users?

Quality is a relative term. On one hand, we’ve never had more “fake” ads, or ads that have nothing to do with the actual game. In many cases, companies are creating cringe, click-bait ads that push boundaries that many companies wouldn’t touch.

On the other hand, the quality of playable ads, and their success show that there are great opportunities to entice players. Sadly, many of these ads are also “fake”, but if games can find ways to combine the success of these playables inside the game, we should hope to see better retention. Almost half of the top mid-core games now include mini-games used in UA inside the game in some manner.

Which kind of creative work is the best for you?

The answer is always, “whatever the players are responding to”. I’ve seen success across almost every UA creative idea. I’ve seen success with partnering with fans/creators to create bespoke creative. “Choice ads” that present players with 2 horrible options really engage players in the ad and then the game’s story. Starting with eye-catching graphics and not your company logo (which no one cares about).

What surprised you in the industry this year?

The rise of companies that are able to leverage AI to help refine and create new creative. This is an area of marketing that AI can help dramatically, and new players are popping up to help every day.

05

KEY TAKEAWAYS

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Explore going hybrid

The shifts in monetization strategies towards the use of IAA and IAP suggest this path should be considered due to its success.

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Take Advantage of Lower iOS Prices

With CPI down on iOS, now’s a good time to adjust or even increase your media spend. Lower media costs, driven by better ad targeting efficiency, present an opportunity to maximize reach and ROI.

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Don’t Forget Android

Android has posted positive results across several key performance indicators. With installs and NOI rising across major markets, it's important to maintain or boost your ad spend on Android to capitalize on this growth.

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Don’t rely solely on UGC in your creatives!

While UGC can boost retention, understanding and using the right mix of creative elements is essential for maximizing ad effectiveness.

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Recalibrate Your ‘Whale’ Strategy

The share of whale spenders varies by region and can range from 2% to 10% of total users. Define what percentage constitutes a whale for your strategy and adjust your budget accordingly to target these high-value users effectively.

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Ready to start making good data driven choices?

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Ready to start making good data driven choices?