Types of Mobile Games, Explained for Marketers: A 2026 Game Genres List With the Monetization, Retention, and CPI Profile of Each
For players, genre is a language of taste. For marketers and product managers at game companies, genre is a language of cost structure. Two "puzzle" games, one match-3 and one block puzzle, make money in different ways. Two "strategy" games, one 4X and one MOBA, acquire players in different ways. Define your genre wrong and you pick the wrong comparison set, and once the comparison set is wrong, your CPI targets, retention baselines, and payback windows all drift with it.
Public data available as of October 2026 shows the gaps between genres are widening, not narrowing. According to AppMagic, strategy was the top-grossing genre in 2025 (the 12 months to October 22, 2025), earning $13.5 billion of the $57.1 billion in mobile game in-app purchase (IAP) revenue, up 25.6% year over year. Over the same period RPG revenue fell 15.4%. In Sensor Tower's data, hybrid-casual IAP revenue grew 23% in the first half of 2026 while mid-core fell 7%. Choosing a genre is choosing a market.
This blog has covered genre metrics one at a time. Daily active users are covered in DAU by Game Genre: The Complete 2026 Guide to Daily Active Users in Mobile Gaming, and churn in Churn Rate by Game Genre: Which Game Types Retain Players Longer?. This post is the map that ties them together. It starts with how genres are classified, lays out the major genres and subgenres in one business-oriented table, then looks at how genre changes UA and monetization strategy and how to choose comparable benchmarks for your own game.
Who Classifies Mobile Game Genres, and How?
Mobile game genres are classified by two kinds of organizations. App stores split games into categories so players can find them, and market-intelligence firms build layered taxonomies so the business structure of games can be compared. When marketers pick benchmarks, the second kind is usually the one that matters.
App store categories are built for discovery. Apple lets a game choose up to two Games subcategories, and its developer page gives action, adventure, board, card, family, music, puzzle, racing, role playing, simulation, sports, and strategy as examples. Google Play has 17 game categories (Action, Adventure, Arcade, Board, Card, Casino, Casual, Educational, Music, Puzzle, Racing, Role Playing, Simulation, Sports, Strategy, Trivia, and Word) and allows up to five tags on top. Because developers choose their own categories, similar games often end up scattered across different categories, while games with different business models, such as match-3 and block puzzle, get grouped under the same "Puzzle."
Analytics-firm taxonomies are built for comparison. Most stack a top-level group, a genre, and a subgenre, and analysts classify games by their actual mechanics. Some, like GameRefinery, explicitly assign each game exactly one category, one genre, and one subgenre.
Classifier | Structure | Notes |
|---|---|---|
Apple App Store | Games subcategories | Up to 2 per game, chosen by the developer |
Google Play | 17 game categories + tags | Up to 5 tags, chosen by the developer |
Sensor Tower (Game IQ) | Uses product model, class, genre, and subgenre together | Product models: casual, mid-core, hybridcasual, hypercasual. Classes: Lifestyle & Puzzle, Action & Strategy, Casino, Sports & Racing. 70+ subgenres |
GameRefinery | Category → genre → subgenre | 4 categories (Casual, Midcore, Casino, Sports), 12 genres, 52 subgenres, one of each per game |
Three practical points follow from the gap between the two systems. First, analytics firms put "casual or mid-core" above genre. Sensor Tower calls this layer the product model, because it groups games by how they make money and what it costs to acquire and retain players. Second, the boundaries differ by firm. Sensor Tower and AppMagic count MOBA inside strategy, while GameRefinery splits battle royale out of first-person shooters as its own subgenre. Third, the taxonomies keep changing. GameAnalytics left genre-level benchmarks out of its 2026 benchmarks report (a sample of 16,000+ games) entirely, citing ongoing improvements to its genre categorization. Whenever you look at a genre number, first check which taxonomy produced it.
What Is the Difference Between Casual, Mid-Core, Hybrid-Casual, and Hyper-Casual?
The four product models capture not only how complex a game is but also how it makes money. Hyper-casual is ad-driven, casual and mid-core are IAP-driven, and hybrid-casual puts IAP and ads on top of a simple hyper-casual-style core.
Product model | Definition | H1 2026 IAP revenue | Share (calculated) | Direction |
|---|---|---|---|---|
Mid-core | Deep progression systems with PvP or co-op, IAP-driven | ~$20.6B | ~52% | About -7% YoY, well below its H1 2021 peak of $26.6B |
Casual | Simple controls with level and meta progression, IAP-led with ads | ~$16.5B | ~41% | Roughly flat; D7 retention of top titles declining since early 2022 |
Hybrid-casual | Hyper-casual-style core plus meta layers such as collection and upgrades, IAP + ads | ~$2.4B | ~6% | About +23%, fastest growing |
Hyper-casual | One instantly understood mechanic, ad-driven | Not disclosed | Under 1% (calculated remainder) | The only model to grow downloads in 2025; time spent rising |
Source: Sensor Tower H1 2026 Gaming Market Index (H1 2026 mobile IAP revenue of $39.8B). Shares are our own calculation against that total.
The key thing to read in this table is that revenue and audience are distributed in opposite directions. In Sensor Tower's 2025 data, the world's most downloaded game was a block puzzle, while the top two games by IAP revenue were 4X strategy titles. Hyper-casual takes the downloads and the playtime; mid-core takes the revenue. That is why, within the same "mobile games" market, a hyper-casual business is designed around ad revenue per impression and a mid-core business around the value of a single paying user.
Hybrid-casual is growing in the space between the two. Sensor Tower named hybrid-casual the standout monetization gainer of 2025 and found that the D7 retention of top hybrid-casual games has overtaken that of top casual games. How UA differs at the two extremes is covered in detail in Hyper-Casual vs. Mid-Core UA: Why the Same Strategy Won't Work for Both.
Game Genres List: How Does Each Mobile Genre Make Money?
The major mobile game genres can be summarized in about 12 groups, each with its own core loop and primary revenue source. The table below lists representative subgenres, the core play loop, and the typical revenue mix for each.
Genre | Representative subgenres | Core loop | Typical revenue mix |
|---|---|---|---|
Hyper-casual | Runner, block, io, stacking | One mechanic, repeated in rounds of a few dozen seconds | Ad-driven (interstitial and rewarded); IAP expanding beyond ad removal |
Hybrid-casual | Puzzle-, action-, and sports-based hybrids | Short rounds plus upgrade and collection meta | IAP and ads mixed; IAP 59–82% depending on class |
Puzzle | Match-3, merge, block, sort, word | Clear levels; boosters and extra moves when stuck | IAP-led plus rewarded ads; some word games are ad-led |
Idle | Idle RPG, idle tycoon | Progress continues offline; return to upgrade | Rewarded ads and IAP mixed |
Simulation | Sandbox, management and tycoon, decoration, life | Build, decorate, operate | IAP-led; casual-leaning titles add ads |
Casual action and arcade | Runner, platformer, pinball and brick breaker | Short, reflex-based rounds | Ads and IAP mixed |
RPG | Gacha and collection, MMORPG, tactical, roguelike, idle RPG | Collect and level characters, upgrade gear | IAP-driven (gacha, passes, bundles) |
Strategy (4X and SLG) | 4X, card battler, tower defense, tactical | Grow a base, compete at alliance and server level | IAP-driven; high-priced bundles weigh heavily for top titles |
Shooter | Battle royale, FPS and TPS, extraction | Match-based PvP | IAP-driven (battle pass, cosmetics) |
MOBA | 5v5 team battles | Match-based team PvP | IAP-driven (skins, passes) |
Sports and racing | Soccer and baseball managers, arcade racing | Collect players or vehicles, compete by season | IAP and ads mixed |
Social casino | Slots, poker, and other casino themes | Casino-themed play with virtual currency | IAP-driven |
The only row in the revenue column backed by a figure is hybrid-casual. Sensor Tower analyzed the top 1,000 hybrid-casual games by downloads per genre in the US, Japan, the UK, and Brazil and found IAP accounted for 81.9% of revenue in Action & Strategy, 71.0% in Sports & Racing, and 59.0% in Lifestyle & Puzzle. The revenue mix for the other genres reflects typical industry structure and can vary widely from game to game within a genre. Sensor Tower's own examples show how wide the range is even inside hybrid-casual: Wordscapes earns about 80% of its revenue from ads, while Pixel Flow! and Color Block Jam earn about 78–80% from IAP.
The next table shows relative retention, relative CPI, and 2025 revenue for the same genres. Retention and CPI combine qualitative comparisons from different sources, so read them as relative positions, not absolute values.
Genre | Relative retention | Relative CPI | 2025 IAP revenue (AppMagic) | Share (calculated) |
|---|---|---|---|---|
Strategy | High session frequency (mid-core median of 6–7 sessions a day) | High | $13.5B, +25.6% | ~24% |
RPG | Within the overall range | High | $11.6B, -15.4% | ~20% |
Puzzle | Strong in both short and long term | Low end (casual average), with the fiercest ad competition | $8.8B, +14.7% | ~15% |
Social casino | Strong in both short and long term | Highest (iOS average of $21.03) | $7.2B, -7.6% | ~13% |
Simulation | Within the overall range | Low on Android; iOS more than 10x Android | $4.8B, +11.2% | ~8% |
Shooter | Lowest retention and longest sessions in the multiplayer genre | Not enough neutral public data | ~$3.3B (full-year count) | Different base |
MOBA | Shares multiplayer-genre traits | Not enough neutral public data | Counted within strategy (MOBA -5%) | Within strategy |
Casual action and arcade | Highest D1, weak long-term retention | Not enough neutral public data | No separate figure (arcade downloads +36.1%) | - |
Hyper-casual | Arcade-style pattern of high D1 and low long-term retention (estimated) | Lowest tier (casual iOS $1.41, Android $0.14) | IAP revenue +80% (definition may overlap with hybrid-casual) | Small |
Hybrid-casual | Top titles' D7 has overtaken top casual titles | Not enough neutral public data; highest reliance on paid installs | ~$2.4B in H1 2026, +23% (Sensor Tower) | ~6% |
Idle | Not enough neutral public data | Not enough neutral public data | Not tracked as a standalone genre | - |
Sports and racing | Not enough neutral public data | Not enough neutral public data | No separate figure | - |
Sources: Revenue from AppMagic's Mobile Games Monetization Report 2025 (12 months to October 22, 2025, $57.1B total; shares are our own calculation); shooter from AppMagic's full-year 2025 count. Retention from GameAnalytics' 2025 Mobile Gaming Benchmarks (2024 data, 11,600 games, 16 genres) and Sensor Tower's State of Gaming 2026. CPI from Liftoff's 2025 Casual Gaming Apps Report (Singular data, February 2024 to February 2025; casual includes hyper-casual).
Marketers can take four signals from this table. The top-grossing genres (strategy and RPG) also have high CPIs, which Liftoff says is likely due to niche audiences and fewer ads being run. "Classic" genres such as puzzle and casino showed consistently strong D1, D7, and D28 retention in GameAnalytics' data. In contrast, arcade games have the strongest D1 but weak long-term retention, and multiplayer games have the longest sessions but the lowest retention. And some genres, like idle, do not appear in major taxonomies' top-level lists at all. Idle is not among Sensor Tower's 13 top-level genres (action, RPG, shooter, strategy, casino, arcade, geolocation, lifestyle, puzzle, simulation, tabletop, racing, sports). Idle games are usually counted inside another genre such as RPG or simulation, so when looking for idle benchmarks, first check which genre they sit under.
Why retention curves split this way by genre is covered in Retention by Game Genre: Why It Varies and How to Optimize It, and how payment structures differ by genre in ARPU by Game Genre: Structural Differences in Monetization and How to Optimize Global UA.
How Does Genre Change UA and Monetization Strategy?
Genre determines UA channel mix, payback window, and the intensity of ad competition all at once. The same budget buys users at a different cost, and earns that cost back over a different time, depending on the genre it is spent in.
First, the acquisition channel mix differs. Sensor Tower analyzed 2025 download sources for the top 25 games in each product model and found mid-core had the highest organic share, because many mid-core games have strong IP behind them. The 4X games that ranked first and second by 2025 revenue were the exception: although mid-core, most of their downloads came from paid sources. Casual relies more on paid display than mid-core does and stands out for a higher share of browser-driven downloads. Hybrid-casual leans most heavily on paid channels, followed by hyper-casual. The newer the model and the weaker its brands, the more paid UA becomes nearly the whole growth engine.
Second, ad competition does not scale with a genre's revenue. In Sensor Tower's analysis of the US in 2025, Lifestyle & Puzzle took a much larger share of ad spend than of IAP revenue, Casino showed the opposite pattern, and Action & Strategy was close to balanced. Puzzle grew about 40% year over year to roughly 30% of global game ad exposure in 2025. Puzzle marketers are competing in an ad market far more crowded than their revenue pool would suggest. Sensor Tower recommends using this spend-to-revenue gap as a signal of category-level UA difficulty.
Third, payback windows and ROAS targets differ. In Liftoff's report (February 2024 to February 2025), D30 ROAS on iOS was 80% for sports, 68% for kids, 60% for strategy, and 47% for casual. On Android, RPG led at 39%, casual was 15%, and tabletop was lowest at 7%. Hyper-casual, where ad revenue builds from the moment of install, judges payback over a short window, while 4X and RPG, where spending starts later, are judged on LTV curves measured in months. The same 40% D30 ROAS is a failure in one genre and on track in another. How LTV curves differ by genre is covered in LTV by Game Genre: How User Lifetime Value Varies Across Mobile Game Types.
Fourth, the center of gravity of monetization design differs. According to Sensor Tower, ad-supported games accounted for about 83% of mobile game downloads (24.6 billion) across 19 ad monetization markets in 2025, yet game ad revenue across those markets was just over $12 billion. Worldwide mobile game IAP revenue that year was about $82 billion. Ads are a revenue source most games use, but most revenue still comes from IAP, and that IAP is concentrated in top mid-core and casual titles. Running UA by genre more broadly is covered in UA Strategy by Game Genre: The Key to Global Mobile Success.
Decision | Hyper-casual and ad-led puzzle | Hybrid-casual | Casual (match-3, merge) | Mid-core (RPG, 4X, shooter) |
|---|---|---|---|---|
Core UA metric | CPI, IPM | CPI and early payer conversion | D7 and D30 ROAS against CPI | Cost per payer, long-term ROAS |
Main acquisition path | High paid share | Highest paid share | Paid display + organic | Organic and IP + paid (4X mostly paid) |
Payback horizon | Short | Medium | Medium to long | Long |
Ad competition | Very intense (puzzle ~30% of exposure) | Intense | Intense | Relatively lower versus revenue |
Where Are Mobile Game Genre Trends Heading in 2026?
The 2026 genre landscape can be summed up in three movements: the shift to hybrid-casual, revenue concentrating in 4X strategy, and subgenre turnover inside puzzle. Meanwhile, RPG and mid-core revenue overall is shrinking.
Hybrid-casual keeps growing. In Sensor Tower's data, hybrid-casual IAP revenue reached about $2.4 billion in H1 2026, up 23%, while total mobile game IAP revenue fell 2% and downloads fell 12% over the same period. AppMagic likewise counted an 80% rise in IAP revenue for games classified as hyper-casual in 2025, while noting that the segment's definition is unclear and may include hybrid-casual titles. In other words, the two firms are measuring the same phenomenon under different names: hyper-casual developers are moving from ad-only revenue toward adding IAP. The economics behind that shift are covered in Hybrid-Casual Monetization: The Economics Behind the Genre Everyone Is Converting To.
Strategy, and 4X in particular, is absorbing revenue. Sensor Tower named strategy the only genre to grow revenue, downloads, and time spent in 2025, and AppMagic found the top 10 4X games took 64% of the subgenre's revenue, up sharply from 47% in 2023. The genre is growing, but the room open to new entrants is getting narrower. Directions also diverge at the subgenre level inside strategy: card battlers grew 213% while MOBA fell 5%.
Puzzle is growing through subgenre turnover rather than as a whole. In AppMagic's data, puzzle revenue rose 14.7% in 2025, but match-3 grew only 4%, while block puzzle grew 911%, fill and organize 175%, and sort puzzle 149%. Merge revenue also rose more than 50%. In contrast, tile-based match-3 fell 30.87% and bubble shooters fell 19.59%. In Sensor Tower's data, an arrow puzzle game was the number one downloaded game in May 2026. This is why "puzzle benchmark" is losing its meaning.
RPG and mid-core are shrinking. RPG revenue fell 15.4% in 2025, but within it tactical RPGs grew 56% and roguelikes 26.2%. In Sensor Tower's data, mid-core IAP revenue was about $20.6 billion in H1 2026, down 7%. Casual is holding revenue, but the steady decline in D7 retention among top casual titles since early 2022 is flagged as a warning sign. How these trends play out differently by region is covered in Region by Region: What Mobile Game Genres Are Actually Winning in 2026.
How Should You Choose Genre Benchmarks to Compare Your Game Against?
Choose comparison benchmarks by subgenre and product model rather than app store category, hold platform, region, period, and source fixed, and read your position within a distribution rather than against an average. If any one of these five is off, the comparison breaks.
Start by defining your genre as a subgenre plus a product model. Even if you listed your game as "Puzzle" on Google Play, if it is a block puzzle hybrid-casual game, comparing it with the match-3 casual average tells you nothing. As shown above, 2025 revenue growth was 4% for match-3 and 911% for block puzzle, and the revenue mix differs too.
Next, fix a single source. The same 2025 strategy growth rate is 20% in Sensor Tower's data and 25.6% in AppMagic's, because the two use different periods (AppMagic counts the 12 months to October 22, 2025) and classification rules. If you compare one firm's genre average against another firm's, you cannot tell whether a gap reflects your game's performance or a difference in methodology. Also check whether the source still publishes genre data at all. Some, like GameAnalytics, drop genre-level figures while they rework their taxonomy.
Third, match platform, region, and period. In Liftoff's data, CPI for the same casual games was $1.41 on iOS and $0.14 on Android, a tenfold difference, and simulation CPI on iOS was more than 10 times Android. Avoid comparing a launch cohort with a second-year cohort on the same basis as well.
Fourth, find your position within the distribution, not against the average. In GameAnalytics' 2026 report, median D1 retention across all mobile games was around 22%, the top quartile was just above 30%, and median D7 was just under 4%. Knowing you sit in a given percentile of your genre's distribution is far more useful than knowing you beat the genre average.
Finally, read metrics as a set. If you benchmark retention, ARPU, and CPI each against a different genre definition, the pictures will not fit together. Grouping them on the same subgenre, platform, and region basis, and judging LTV and CPI together, is the shortest path to assessing whether a game can pay back.
Dimension | Common mistake | Recommended basis |
|---|---|---|
Genre definition | Comparing on store category ("Puzzle") | Subgenre + product model ("block puzzle, hybrid-casual") |
Source | Mixing firm A's average with firm B's | Compare within one source and check its classification rules |
Platform and region | Mixing iOS and Android, tier-1 and emerging markets | Split by OS and by country or region |
Period | Using last year's report as this year's target | Same year, same cohort stage |
Statistic | Comparing against a single average | Locate yourself across median, top 25%, top 10% |
Metric set | Benchmarking retention, ARPU, and CPI on different bases | Judge LTV and CPI together on the same basis |
Finding Players by Genre Taste: The Playio Perspective
Genre separates business metrics because each genre gathers a different kind of player. That is why, in UA, a channel that knows which genres a player actually enjoys helps close the gap between genre benchmarks and real performance.
Playio is an Android-based gamer community of 5 million players. It analyzes genre preferences, play history, and in-game behavior to connect games with players whose tastes match. Puzzle fans see puzzle games, and players who spend their time in strategy games see strategy games, which makes it easier to manage acquisition quality against the different retention and payment structures of each genre. Pricing is CPI by default, and CPE based on playtime milestones or specific in-game actions is also supported, so you can choose a performance basis that fits your genre's payback structure.
You can find more details here. (https://playioadsen.oopy.io/bizdeck)
Key Takeaways
App stores classify mobile game genres for discovery, and analytics firms classify them for comparison. The classification marketers should benchmark against is the analytics-firm kind, which goes down to product model (casual, mid-core, hybrid-casual, hyper-casual) and subgenre. Based on public data as of October 2026, revenue is concentrated in strategy ($13.5B in 2025, +25.6%), RPG ($11.6B, -15.4%), and puzzle ($8.8B, +14.7%), and mid-core takes more than half of H1 2026 IAP revenue. Growth is coming from hybrid-casual (+23%), 4X, and emerging puzzle subgenres such as block and sort. Because genre sets acquisition channels, ad competition, and payback windows together, choose comparison benchmarks by defining your genre as subgenre plus product model, fixing source, platform, region, and period, and locating your game within the distribution.
For inquiries about Playio's advertising solutions, reach out at: [email protected]
Sources
Apple Developer, Choosing a category (games may choose up to two Games subcategories; example genres): https://developer.apple.com/app-store/categories/
Google Play Console Help, Choose a category and tags for your app or game (17 game categories, up to five tags): https://support.google.com/googleplay/android-developer/answer/9859673?hl=en
Sensor Tower, Game IQ product page (70+ subgenres; classification by theme, art style, monetization mechanics): https://sensortower.com/product/mobile-app/game-iq
GameRefinery Help Center, What are categories, genres and subgenres? (4 categories, 12 genres, 52 subgenres; one of each per game): https://docs.gamerefinery.com/en/articles/2278730-what-are-categories-genres-and-subgenres
Sensor Tower, State of Gaming 2026 report PDF, 2026-02-26 (2025 mobile game IAP $82B, 50B downloads; four product models and four classes; 13 top-level genres; hybridcasual IAP share Action & Strategy 81.9%, Lifestyle & Puzzle 59.0%, Sports & Racing 71.0%; strategy IAP +20%, puzzle +14%; top casual D7 decline and hybridcasual overtaking; mid-core highest organic share, hybridcasual most reliant on paid; US ad spend vs IAP share by class; puzzle ~30% of ad exposure, +40%): https://investgame.net/wp-content/uploads/2026/02/2026-02-26-sensor_tower__state_of_gaming_2026__en_wp.pdf
Sensor Tower press release, State of Gaming 2026 (2025 mobile IAP $82B; strategy the only genre to grow revenue, downloads, and time spent): https://sensortower.com/press/press-release-sensor-tower-state-of-gaming-gaming-drove-52-billion-downloads-82b-iap-revenue-on-mobile-and-12b-premium-revenue-on-steam
Sensor Tower, H1 2026 Gaming Market Index, July 2026 (H1 2026 mobile IAP $39.8B, -2%; downloads 24B, -12%; mid-core ~$20.6B, ~-7%; casual ~$16.5B; hybridcasual ~$2.4B, ~+23%; product model shares are our own calculation): https://sensortower.com/blog/h1-2026-digital-gaming-market-index
Sensor Tower, Gaming Deep Dive: Ad Monetization (2025 game ad revenue over $12B across 19 markets; ad-supported games 83% of downloads, 24.6B; Wordscapes ~80% ads, Pixel Flow! and Color Block Jam ~78–80% IAP; arrow puzzle game #1 by downloads in May 2026): https://sensortower.com/report/gaming-deep-dive-ad-monetization
GameDev Reports, AppMagic: Mobile Games Monetization Report - 2025, 2025-12-04 (2023 to October 22, 2025; total IAP $55.2B to $57.1B; strategy $10.8B to $13.5B, +25.6%; RPG $13.7B to $11.6B, -15.4%; puzzle $7.7B to $8.8B, +14.7%; casino $7.8B to $7.2B, -7.6%; simulation $4.4B to $4.8B, +11.2%; tactical RPG +56%, roguelike +26.2%, match-3 +4%, block puzzle +911%, fill and organize +175%, sort +149%, tile match-3 -30.87%, bubble shooter -19.59%, card battler +213%, 4X +26%, MOBA -5%, sandbox +26.9%; genre shares are our own calculation): https://gamedevreports.substack.com/p/appmagic-mobile-games-monetization
mobilegamer.biz, Data digest: 2025's top earning genres, 2026-01-14 (AppMagic full-year 2025 shooter revenue $3.3B): https://mobilegamer.biz/data-digest-2025s-top-earning-genres-appsflyer-for-sale-block-blast-hits-70m-dau-app-store-earnings-more/
GameDev Reports, AppMagic: Mobile Market Landscape in 2026, 2026-02-06 (hyper-casual IAP +80%, definition may include hybrid-casual; top 10 4X games 64% of revenue vs 47% in 2023; merge +50%+; arcade downloads +36.1%): https://gamedevreports.substack.com/p/appmagic-mobile-market-landscape
GameAnalytics, 2025 Mobile Gaming Benchmarks (2024 data, 11,600 games, 16 genres; board, card, puzzle, casino strongest D1/D7/D28; arcade highest D1, weak long-term; multiplayer lowest retention, longest sessions; mid-core median 6–7 sessions per day): https://www.gameanalytics.com/reports/2025-mobile-gaming-benchmarks
GameAnalytics, 2026 Mobile & PC Gaming Benchmarks (2025 data, 16,000+ games; median D1 ~22%, top quartile above 30%; median D7 under 4%; genre-level benchmarks omitted due to categorization improvements): https://www.gameanalytics.com/reports/2026-mobile-pc-gaming-benchmarks
Liftoff, 2025 Casual Gaming Apps Report (Singular data, February 2024 to February 2025; casual including hyper-casual CPI iOS $1.41, Android $0.14; casino iOS CPI $21.03; RPG, strategy, tabletop comparatively higher CPI; simulation iOS CPI over 10x Android; D30 ROAS iOS sports 80%, kids 68%, strategy 60%, casual 47%; Android RPG 39%, casual 15%, tabletop 7%): https://liftoff.ai/2025-casual-gaming-apps-report/