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User Acquisition for Games Market Global Report 2026

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    Report

  • 250 Pages
  • July 2026
  • Region: Global
  • The Business Research Company
  • ID: 6264268
The user acquisition for games market size has grown rapidly in recent years. It will grow from $12.07 billion in 2025 to $13.61 billion in 2026 at a compound annual growth rate (CAGR) of 12.7%. The growth in the historic period can be attributed to growth in mobile gaming ecosystem expansion, increasing smartphone penetration globally, rise of free-to-play monetization models, expansion of digital advertising platforms, increasing adoption of social media marketing for games.

The user acquisition for games market size is expected to see rapid growth in the next few years. It will grow to $22.16 billion in 2030 at a compound annual growth rate (CAGR) of 13%. The growth in the forecast period can be attributed to rising integration of AI-based player behavior prediction models, growth in hyper-personalized game advertising campaigns, increasing use of real-time analytics for user acquisition optimization, expansion of cross-platform gaming ecosystems, and rising investment in performance-based marketing strategies. Major trends in the forecast period include increasing use of AI-driven user acquisition and audience targeting models, rising adoption of programmatic advertising platforms for game installs, growing importance of influencer marketing in mobile game acquisition, expansion of cross-platform attribution and analytics tools for campaign optimization, and increasing focus on user-retention-driven acquisition strategies for long-term monetization.

The increasing availability of 5G is expected to drive the growth of the user acquisition for games market in the coming years. 5G availability refers to the expanding deployment and accessibility of fifth-generation mobile network technology, which offers faster data speeds, lower latency, and improved connectivity for mobile devices. 5G availability is rising due to increased investments in telecom infrastructure and the rapid rollout of next-generation network technologies by telecom operators. User acquisition for games supports increasing 5G availability by enabling game publishers to deliver high-quality, low-latency gaming experiences, enhance real-time multiplayer engagement, and attract a wider base of mobile gamers through advanced connectivity. For instance, in November 2025, according to Ofcom, a UK-based communications regulator, outdoor 5G coverage was provided by at least one operator across 97% of the UK, rising from 95% in the previous year. Therefore, increasing 5G availability is driving the growth of the user acquisition for games market.

Major companies operating in the user acquisition for games market are focusing on developing advanced solutions such as AI-driven user acquisition platforms to improve audience segmentation, optimize campaign performance in real time, enhance return on ad spend (ROAS), and drive higher-quality player acquisition at scale. AI-driven user acquisition platforms are advanced advertising technologies that leverage machine learning to analyze user behavior signals, optimize bidding decisions, and identify high-value audiences for more precise game user acquisition. For instance, in August 2023, AppLovin, a US-based mobile technology company, introduced AI advancements to AppDiscovery powered by the AXON engine, featuring greater automation to enhance spend allocation across campaigns, improved targeting accuracy aligned with campaign objectives, and large-scale AI optimization designed to increase user acquisition efficiency.

In April 2023, Savvy Games Group, a Saudi Arabia-based gaming and esports investment company, acquired Scopely for $4.9 billion. Through this acquisition, Savvy Games Group aims to strengthen its position in the global gaming industry, expand its mobile gaming portfolio, and accelerate growth through Scopely’s expertise in live-service games, data-driven user acquisition, and monetization capabilities. Scopely is a US-based company that develops and publishes mobile games with strong user acquisition and live-operations strategies.

Major companies operating in the user acquisition for games market are Google, Meta Platforms, Apple, AppLovin, Unity Technologies, TikTok, Snap, Digital Turbine, Liftoff, InMobi, AppsFlyer, Moloco, Kochava, Mintegral, Singular, Chartboost, Jampp, Smadex, Superscale, AppSamurai, Adjust.

Asia-Pacific was the dominant region in the user acquisition for games market in 2025. Europe is expected to be the rapidly expanding region in the forecast period. The regions covered in user acquisition for games report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the user acquisition for games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The user acquisition for games market consists of revenues earned by entities by providing services such as player acquisition services, performance advertising campaigns, app store optimization, influencer marketing, programmatic advertising, and campaign analytics. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

The user acquisition for games market research report is one of a series of new reports that provides user acquisition for games market statistics, including user acquisition for games industry global market size, regional shares, competitors with a user acquisition for games market share, detailed user acquisition for games market segments, market trends and opportunities, and any further data you may need to thrive in the user acquisition for games industry. This user acquisition for games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

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Table of Contents

1. Executive Summary
1.1. Key Market Insights (2020-2035)
1.2. Visual Dashboard: Market Size, Growth Rate, Hotspots
1.3. Major Factors Driving the Market
1.4. Top Three Trends Shaping the Market
2. User Acquisition For Games Market Characteristics
2.1. Market Definition & Scope
2.2. Market Segmentations
2.3. Overview of Key Products and Services
2.4. Global User Acquisition For Games Market Attractiveness Scoring And Analysis
2.4.1. Overview of Market Attractiveness Framework
2.4.2. Quantitative Scoring Methodology
2.4.3. Factor-Wise Evaluation
Growth Potential Analysis, Competitive Dynamics Assessment, Strategic Fit Assessment And Risk Profile Evaluation
2.4.4. Market Attractiveness Scoring and Interpretation
2.4.5. Strategic Implications and Recommendations
3. User Acquisition For Games Market Supply Chain Analysis
3.1. Overview of the Supply Chain and Ecosystem
3.2. List Of Key Raw Materials, Resources & Suppliers
3.3. List Of Major Distributors and Channel Partners
3.4. List Of Major End Users
4. Global User Acquisition For Games Market Trends And Strategies
4.1. Key Technologies & Future Trends
4.1.1 Digitalization, Cloud, Big Data & Cybersecurity
4.1.2 Fintech, Blockchain, Regtech & Digital Finance
4.1.3 Immersive Technologies (AR/VR/XR) & Digital Experiences
4.1.4 Artificial Intelligence & Autonomous Intelligence
4.1.5 Internet of Things (IoT), Smart Infrastructure & Connected Ecosystems
4.2. Major Trends
4.2.1 Increasing Use Of AI Driven User Acquisition And Audience Targeting Models
4.2.2 Rising Adoption Of Programmatic Advertising Platforms For Game Installs
4.2.3 Growing Importance Of Influencer Marketing In Mobile Game Acquisition
4.2.4 Expansion Of Cross Platform Attribution And Analytics Tools For Campaign Optimization
4.2.5 Increasing Focus Of User Retention Driven Acquisition Strategies For Long Term Monetization
5. User Acquisition For Games Market Analysis Of End Use Industries
5.1 Game Publishers
5.2 Game Developers
5.3 Advertising Agencies
5.4 Marketing Technology Providers
5.5 Other End Users
6. User Acquisition For Games Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, Supply Chain Impact from Tariff War & Trade Protectionism, And Covid And Recovery On The Market
7. Global User Acquisition For Games Strategic Analysis Framework, Current Market Size, Market Comparisons And Growth Rate Analysis
7.1. Global User Acquisition For Games PESTEL Analysis (Political, Economical, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
7.2. Global User Acquisition For Games Market Size, Comparisons And Growth Rate Analysis
7.3. Global User Acquisition For Games Historic Market Size and Growth, 2020 - 2025, Value ($ Billion)
7.4. Global User Acquisition For Games Forecast Market Size and Growth, 2025 - 2030, 2035F, Value ($ Billion)
8. Global User Acquisition For Games Total Addressable Market (TAM) Analysis for the Market
8.1. Definition and Scope of Total Addressable Market (TAM)
8.2. Methodology and Assumptions
8.3. Global Total Addressable Market (TAM) Estimation
8.4. TAM vs. Current Market Size Analysis
8.5. Strategic Insights and Growth Opportunities from TAM Analysis
9. User Acquisition For Games Market Segmentation
9.1. Global User Acquisition For Games Market, Segmentation By Component, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Tools, Services, Platforms, Other Components
9.2. Global User Acquisition For Games Market, Segmentation By Game Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Mobile Games, Personal Computer Games, Console Games, Online Games, Social Games, Other Game Types
9.3. Global User Acquisition For Games Market, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Organic Acquisition, Paid Acquisition, Social Media Acquisition, Influencer Marketing, Affiliate Marketing, Other Acquisition Channels
9.4. Global User Acquisition For Games Market, Segmentation By End User, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Game Publishers, Game Developers, Advertising Agencies, Other End Users
9.5. Global User Acquisition For Games Market, Sub-Segmentation Of Tools, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Analytics Tools, Attribution Tools, Campaign Management Tools, Creative Optimization Tools, Audience Segmentation Tools, Fraud Detection Tools, Engagement Tracking Tools, Retention Optimization Tools, Monetization Tools, Automation Tools
9.6. Global User Acquisition For Games Market, Sub-Segmentation Of Services, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Consulting Services, Managed Services, Performance Marketing Services, Media Buying Services, Creative Development Services, Campaign Optimization Services, Data Analysis Services, User Retention Services, Influencer Marketing Services, Community Management Services
9.7. Global User Acquisition For Games Market, Sub-Segmentation Of Platforms, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Demand Side Platforms, Supply Side Platforms, Mobile Advertising Platforms, Social Media Platforms, Programmatic Advertising Platforms, Affiliate Marketing Platforms, Influencer Marketing Platforms, Cross Promotion Platforms, Customer Data Platforms, Game Distribution Platforms
9.8. Global User Acquisition For Games Market, Sub-Segmentation Of Other Components, By Type, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
Data Management Solutions, Identity Resolution Solutions, Measurement Solutions, Personalization Solutions, Optimization Solutions, Fraud Prevention Solutions, Revenue Management Solutions, Engagement Solutions, Automation Solutions, Cloud Based Solutions
10. User Acquisition For Games Market, Industry Metrics By Country
10.1. Global User Acquisition For Games Market, Average Selling Price By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $
10.2. Global User Acquisition For Games Market, Average Spending Per Capita (Employed) By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $
11. User Acquisition For Games Market Regional And Country Analysis
11.1. Global User Acquisition For Games Market, Split By Region, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
11.2. Global User Acquisition For Games Market, Split By Country, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
12. Asia-Pacific User Acquisition For Games Market
12.1. Asia-Pacific User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
12.2. Asia-Pacific User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
13. China User Acquisition For Games Market
13.1. China User Acquisition For Games Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
13.2. China User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
14. India User Acquisition For Games Market
14.1. India User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
15. Japan User Acquisition For Games Market
15.1. Japan User Acquisition For Games Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
15.2. Japan User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
16. Australia User Acquisition For Games Market
16.1. Australia User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
17. Indonesia User Acquisition For Games Market
17.1. Indonesia User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
18. South Korea User Acquisition For Games Market
18.1. South Korea User Acquisition For Games Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
18.2. South Korea User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
19. Taiwan User Acquisition For Games Market
19.1. Taiwan User Acquisition For Games Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
19.2. Taiwan User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
20. South East Asia User Acquisition For Games Market
20.1. South East Asia User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
20.2. South East Asia User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
21. Western Europe User Acquisition For Games Market
21.1. Western Europe User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
21.2. Western Europe User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
22. UK User Acquisition For Games Market
22.1. UK User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
23. Germany User Acquisition For Games Market
23.1. Germany User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
24. France User Acquisition For Games Market
24.1. France User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
25. Italy User Acquisition For Games Market
25.1. Italy User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
26. Spain User Acquisition For Games Market
26.1. Spain User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
27. Eastern Europe User Acquisition For Games Market
27.1. Eastern Europe User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
27.2. Eastern Europe User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
28. Russia User Acquisition For Games Market
28.1. Russia User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
29. North America User Acquisition For Games Market
29.1. North America User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
29.2. North America User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
30. USA User Acquisition For Games Market
30.1. USA User Acquisition For Games Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
30.2. USA User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
31. Canada User Acquisition For Games Market
31.1. Canada User Acquisition For Games Market Overview
Country Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
31.2. Canada User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
32. South America User Acquisition For Games Market
32.1. South America User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
32.2. South America User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
33. Brazil User Acquisition For Games Market
33.1. Brazil User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
34. Middle East User Acquisition For Games Market
34.1. Middle East User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
34.2. Middle East User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
35. Africa User Acquisition For Games Market
35.1. Africa User Acquisition For Games Market Overview
Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
35.2. Africa User Acquisition For Games Market, Segmentation By Component, Segmentation By Game Type, Segmentation By Acquisition Channel, Historic and Forecast, 2020-2025, 2025-2030F, 2035F, $ Billion
36. User Acquisition For Games Market Regulatory and Investment Landscape
37. User Acquisition For Games Market Competitive Landscape And Company Profiles
37.1. User Acquisition For Games Market Competitive Landscape And Market Share 2024
37.1.1. Top 10 Companies (Ranked by revenue/share)
37.2. User Acquisition For Games Market - Company Scoring Matrix
37.2.1. Market Revenues
37.2.2. Product Innovation Score
37.2.3. Brand Recognition
37.3. User Acquisition For Games Market Company Profiles
37.3.1. Google Overview, Products and Services, Strategy and Financial Analysis
37.3.2. Meta Platforms Overview, Products and Services, Strategy and Financial Analysis
37.3.3. Apple Overview, Products and Services, Strategy and Financial Analysis
37.3.4. AppLovin Overview, Products and Services, Strategy and Financial Analysis
37.3.5. Unity Technologies Overview, Products and Services, Strategy and Financial Analysis
38. User Acquisition For Games Market Other Major And Innovative Companies
TikTok, Snap, Digital Turbine, Liftoff, InMobi, AppsFlyer, Moloco, Kochava, Mintegral, Singular, Chartboost, Jampp, Smadex, Superscale, AppSamurai, Adjust
39. Global User Acquisition For Games Market Competitive Benchmarking And Dashboard40. Upcoming Startups in the Market41. Key Mergers And Acquisitions In The User Acquisition For Games Market
42. User Acquisition For Games Market High Potential Countries, Segments and Strategies
42.1. User Acquisition For Games Market In 2030 - Countries Offering Most New Opportunities
42.2. User Acquisition For Games Market In 2030 - Segments Offering Most New Opportunities
42.3. User Acquisition For Games Market In 2030 - Growth Strategies
42.3.1. Market Trend Based Strategies
42.3.2. Competitor Strategies
43. Appendix
43.1. Abbreviations
43.2. Currencies
43.3. Historic And Forecast Inflation Rates
43.4. Research Inquiries
43.5. About the Analyst
43.6. Copyright And Disclaimer

Executive Summary

User Acquisition For Games Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses user acquisition for games market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase:

  • Gain a truly global perspective with the most comprehensive report available on this market covering 16 geographies.
  • Assess the impact of key macro factors such as geopolitical conflicts, trade policies and tariffs, inflation and interest rate fluctuations, and evolving regulatory landscapes.
  • Create regional and country strategies on the basis of local data and analysis.
  • Identify growth segments for investment.
  • Outperform competitors using forecast data and the drivers and trends shaping the market.
  • Understand customers based on end user analysis.
  • Benchmark performance against key competitors based on market share, innovation, and brand strength.
  • Evaluate the total addressable market (TAM) and market attractiveness scoring to measure market potential.
  • Suitable for supporting your internal and external presentations with reliable high-quality data and analysis
  • Report will be updated with the latest data and delivered to you along with an Excel data sheet for easy data extraction and analysis.
  • All data from the report will also be delivered in an excel dashboard format.

Description

Where is the largest and fastest growing market for user acquisition for games? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The user acquisition for games market global report answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
  • The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
  • The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
  • The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
  • The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
  • The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
  • The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.

Report Scope

Markets Covered:

1) By Component: Tools; Services; Platforms; Other Components
2) By Game Type: Mobile Games; Personal Computer Games; Console Games; Online Games; Social Games; Other Game Types
3) By Acquisition Channel: Organic Acquisition; Paid Acquisition; Social Media Acquisition; Influencer Marketing; Affiliate Marketing; Other Acquisition Channels
4) By End User: Game Publishers; Game Developers; Advertising Agencies; Other End Users

Subsegments:

1) By Tools: Analytics Tools; Attribution Tools; Campaign Management Tools; Creative Optimization Tools; Audience Segmentation Tools; Fraud Detection Tools; Engagement Tracking Tools; Retention Optimization Tools; Monetization Tools; Automation Tools
2) By Services: Consulting Services; Managed Services; Performance Marketing Services; Media Buying Services; Creative Development Services; Campaign Optimization Services; Data Analysis Services; User Retention Services; Influencer Marketing Services; Community Management Services
3) By Platforms: Demand Side Platforms; Supply Side Platforms; Mobile Advertising Platforms; Social Media Platforms; Programmatic Advertising Platforms; Affiliate Marketing Platforms; Influencer Marketing Platforms; Cross Promotion Platforms; Customer Data Platforms; Game Distribution Platforms
4) By Other Components: Data Management Solutions; Identity Resolution Solutions; Measurement Solutions; Personalization Solutions; Optimization Solutions; Fraud Prevention Solutions; Revenue Management Solutions; Engagement Solutions; Automation Solutions; Cloud Based Solutions

Companies Mentioned: Google; Meta Platforms; Apple; AppLovin; Unity Technologies; TikTok; Snap; Digital Turbine; Liftoff; InMobi; AppsFlyer; Moloco; Kochava; Mintegral; Singular; Chartboost; Jampp; Smadex; Superscale; AppSamurai; Adjust

Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain

Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa

Time Series: Five years historic and ten years forecast.

Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.

Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.

Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.

Delivery Format: Word, PDF or Interactive Report + Excel Dashboard

Added Benefits

  • Bi-Annual Data Update
  • Customisation
  • Expert Consultant Support

Companies Mentioned

  • Google
  • Meta Platforms
  • Apple
  • AppLovin
  • Unity Technologies
  • TikTok
  • Snap
  • Digital Turbine
  • Liftoff
  • InMobi
  • AppsFlyer
  • Moloco
  • Kochava
  • Mintegral
  • Singular
  • Chartboost
  • Jampp
  • Smadex
  • Superscale
  • AppSamurai
  • Adjust

Table Information