Mobile games are struggling to find new players

DominantMoney & business modelH1 · Current systemUpdated Oct 2026

Mobile is the largest part of the games business, and it grew for years on rising downloads. That stopped in 2020. Advertising spending is rising while downloads fall, so each new player costs more to find.

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Where it stands

Sensor Tower's figures show mobile game downloads falling from 57.6 billion in 2020 to 49.3 billion in 2024. Spending inside games peaked at $87.4 billion in 2021 and has stayed near $80 billion since. In the first half of 2026 both fell. Even the strongest genre, 4X strategy, turned down in mid-2026, according to Naavik's Max Abrahamsen. These figures count only Apple's and Google's stores, and Newzoo, which counts more widely, still expects mobile to grow in 2026.

Mobile game downloads and spending inside games, worldwide, 2020 = 100
  • Downloads
  • Spending in games
05010015020172018201920202021202220232024First pandemic yearDownloads (billions), 2017: 36.2Downloads (billions), 2018: 39.3Downloads (billions), 2019: 44.4Downloads (billions), 2020: 57.6Downloads (billions), 2021: 56.7Downloads (billions), 2022: 56Downloads (billions), 2023: 52.7Downloads (billions), 2024: 49.3Spending in games ($ billions), 2017: 47.2Spending in games ($ billions), 2018: 54.1Spending in games ($ billions), 2019: 63.5Spending in games ($ billions), 2020: 79.5Spending in games ($ billions), 2021: 87.4Spending in games ($ billions), 2022: 79.2Spending in games ($ billions), 2023: 78.6Spending in games ($ billions), 2024: 81.7

Downloads and spending rose together until 2020. Since then downloads have fallen back while spending has stayed near its 2021 peak. Later years use a restated series and are left off.

SourceSensor Tower, State of Mobile Gaming 2025

The plotted values The chart draws each series as an index, with 2020 as 100. This table gives the figures as the source states them.
YearDownloads (billions)Spending in games ($ billions)
201736.247.2
201839.354.1
201944.463.5
202057.679.5
202156.787.4
20225679.2
202352.778.6
202449.381.7

Timeline

2020

  1. Mobile game downloads peak in the first pandemic year

    Downloads of mobile games jump from 44.4 billion in 2019 to 57.6 billion in 2020, and spending inside them from $63.5 billion to $79.5 billion. Downloads have not been as high since.

    Sensor Tower, State of Mobile Gaming 2025 (March 2025), page 5

2021

  1. Apple makes apps ask before tracking users

    From 26 April 2021 every iPhone app must ask permission before tracking a user across other apps. Without permission, the identifier that advertisers use to follow a user is blanked.

    Apple Developer News

  2. Spending in mobile games peaks at $87.4 billion

    Spending inside mobile games reaches $87.4 billion, a level it has not returned to. Downloads slip to 56.7 billion.

    Sensor Tower, State of Mobile Gaming 2025 (March 2025), page 5

2022

  1. Spending on mobile games falls for the first time

    Spending falls year on year in both of the first two quarters of 2022, by 6% and 6.9%, the first such falls Sensor Tower has recorded. It blames inflation, the cost of living and Apple's tracking change.

    Sensor Tower, Jonathan Briskman (September 2022)

2024

  1. Downloads hit their lowest since 2019 as spending recovers a little

    Downloads fall 6%, to their lowest total since 2019. Spending grows 4%, its first rise after two years of falls.

    Sensor Tower, Jonathan Briskman (January 2025)

  2. Google removes nearly half the apps in its store

    Between the start of 2024 and early 2025, a crackdown on low-quality apps cuts the number of apps on Google Play by about 47%.

    Sensor Tower, State of Gaming 2026 (February 2026), page 12

2025

  1. Downloads fall 7.2% and spending rises 1.3%

    Sensor Tower's report on 2025 has mobile game downloads down 7.2% at 50.41 billion and spending up 1.3% at $81.75 billion. The report restates earlier years, so its totals do not line up with the series in the chart above.

    GameDev Reports, Dmitriy Byshonkov, on Sensor Tower (30 January 2026)

  2. Other apps take in more money than games for the first time

    Spending inside apps that are not games reaches $85.6 billion, passing games at $81.8 billion. Among the largest markets, only India and Pakistan still show growth in downloads.

    Deconstructor of Fun, Jared Gibbons (2 February 2026)

2026

  1. The first half of 2026: downloads down 12%, spending down 2%

    Spending in mobile games totals $40 billion in the first half, down 2.0% from a year earlier, and downloads fall 11.9% to 24 billion. Time spent playing is flat. Spending on advertising for games rises 8% to $7 billion.

    GameDev Reports, Dmitriy Byshonkov, on Sensor Tower (17 August 2026)

  2. The strongest genre starts to slide

    4X strategy games, the build-and-conquer kind such as Last War, had been growing in both downloads and spending. In the second quarter their downloads fall 12% and spending 10% from the quarter before. Last War's quarterly takings drop by about a third.

    Naavik, Max Abrahamsen (15 August 2026)

  3. One mobile ad platform books about $20 billion of annual ad spend

    AppLovin's annual platform ad spend rounds to about $20 billion in September 2026, up 60% on the year, according to chief executive Adam Foroughi. He puts the mobile casual audience at over a billion people a day and argues advertising has more room to grow than chatbots. The figure is the platform's throughput, not its revenue, and it is the company's own.

    PocketGamer.biz (21 September 2026)

Consequences

  1. 012026

    Advertising costs more and finds fewer players

    Max Abrahamsen of Naavik points out that downloads fell 12% in the first half of 2026 even though spending on game advertising rose 8%. For 4X games, he estimates that about three quarters of the fall in revenue came from having fewer daily players, nearly all of it from failing to bring in new ones.

    Naavik, Max Abrahamsen (15 August 2026)

  2. 022026

    The money now comes from old games

    Newzoo's 2026 market report says mobile spending increasingly comes from established long-running games rather than from new players. It puts the cost of acquiring one install up 30%, at $0.56.

    mobilegamer.biz, Vikki Blake, on Newzoo (16 September 2026)

  3. 032026

    Competition moves from finding players to keeping them

    Jared Gibbons of Deconstructor of Fun writes that with downloads 'flat', in his word, and players' time already full, studios now compete on holding players and on what each one spends. 'The era of growth-at-all-costs is over,' he writes.

    Deconstructor of Fun, Jared Gibbons (2 February 2026)

  4. 042025

    Players who pay are asked to pay more

    Sensor Tower's own report says growth is being driven more by increased spending per payer, and calls live operations, the running events and offers inside a game, a key requirement for long-term success. The growth, in other words, comes from the players who already pay.

    Sensor Tower, State of Mobile Gaming 2025 (March 2025), page 5

Objections

  • Counterpoint2026

    A wider count says mobile is still growing

    Sensor Tower counts only what goes through Apple's and Google's stores. It leaves out advertising, other Android stores, which dominate in China, and payments made on a game's own website. Newzoo, which counts more widely, expects mobile game revenue to grow 6.8% in 2026, to $121.1 billion, more than half of all spending on games. Nobody publishes a worldwide total for the payments that bypass the stores.

    mobilegamer.biz, Vikki Blake, on Newzoo (16 September 2026)

  • Counterpoint2024

    Sensor Tower's own figures change between reports

    Sensor Tower put players' 2023 spending in mobile games at $107.3 billion in February 2024. Its later reports count only Apple's App Store and Google Play, and give $76.7 billion and then $78.6 billion for the same year. The chart uses one report's series for that reason, and any line drawn across several years is one edition's view.

    Sensor Tower, Donny Kristianto (February 2024)

  • Counterpoint2025

    Fewer junk downloads is not the same as fewer players

    Much of the fall is in the cheapest kind of game. 20 billion of 2024's downloads were hypercasual games, the tiny free kind paid for by ads, and Google removed nearly half the apps in its store over the same period. The spending comes mostly from a different kind of game.

    Sensor Tower, State of Mobile Gaming 2025 (March 2025), page 5

  • Counterpoint2024

    The starting point is a pandemic peak

    2020 was the first pandemic year, when downloads jumped from 44.4 billion to 57.6 billion. Measured from 2019 instead, downloads in 2024 were about 11% higher and spending about 29% higher, by our arithmetic on Sensor Tower's figures. On that reading, much of the fall since 2020 is the pandemic jump unwinding, not a drop below the old level.

    Our calculation from Sensor Tower's figures

What to watch

  • 2027

    Sensor Tower's figures for 2026

    January 2027, when Sensor Tower usually publishes its yearly report. After a first half down 2%, 2026 could bring the first yearly fall in spending since 2023.

    Sensor Tower, State of Mobile 2026 (January 2026)

  • 2027

    The Supreme Court and payments outside the app stores

    Early 2027, when the US Supreme Court could hear Apple's appeal in its case against Epic Games. The outcome decides whether games in the US can keep sending players to pay on their own websites free of Apple's fee, money that store figures like these do not count.

    9to5Mac, Marcus Mendes (14 September 2026)

Further reading

Where to follow it Sensor Tower State of Mobile (annual), Naavik, Deconstructor of Fun, PocketGamer.biz monthly charts, AppMagic

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