According to the 2026 Mobile Market Status Report published by Sensor Tower, 2025 was “the year of market segmentation for mobile games”, with a small increase in global mobile game revenues to $81.8 billion last year, while user spending for non-playing applications increased significantly by 21 per cent, to $85.6 billion, and exceeded game revenues for the first time.

A total of 18 applications earned over $1 billion throughout 2025, “a half of the game and non-play applications”. It is noteworthy that, for the first time in 2025, a new game with an annual profit of over $1 billion was not introduced. Instead of a game application, CapCut, WeTV and ChatGPT lead the income list, with ChatGPT in-house purchases exceeding $3 billion. The Dreamful TGC Pocket Edition is expected to cross the $1 billion threshold in 2026. Recreational and Chinese nuclear games continue to be a major source of income in terms of the type of game. The highest increase was in expenditure on mixed leisure games, with an increase of 17.1 per cent over the same year, from $3.5 billion to $4.2 billion. The number of downloads from strategic games in Asia, North America and Europe has increased, with representative works such as ” Last War: Survival ” and ” Whiteout Survival ” under the banner of China Century.

Last War: Survival and Whiteout Survival are the top two on the global ranking of game revenues, followed by Dream Gomes, Royal Match, and Skopje, Monopoly Go. With regard to the use of in-house purchase income by issuers, the call was kept first at nearly $8 billion, followed closely by Spopely and Century China. In terms of other data, Roblox packaged 75 per cent of the visits to the network of game issuers over the past year, 90 per cent of which were direct and 5 per cent from natural searches. However, Supercell’s web store received the largest traffic, with 1.5 billion visits. The above data cover downloads and income estimates for iOS App Store and Google Play from 1 January 2024 to 31 December 2025.
