In order to gather both qualitative and quantitative insights, supply-side and demand-side stakeholders were interviewed during the primary research process. CEOs, VPs of game development, CMOs, monetization directors, and platform partnership heads from mobile game publishers, development studios, and mobile ad networks (ironSource, Unity Ads, AppLovin) were examples of supply-side suppliers. Pro gamers and esports athletes, content producers and streamers, community managers for mobile games, and procurement leaders from esports organizations, gaming gear manufacturers, and telcos offering gaming bundles were examples of demand-side sources. In addition to gathering information on player acquisition costs, platform fee structures, monetization tactics (in-app purchases, advertising, and subscriptions), and regional price dynamics, primary research verified market segmentation and game launch schedules.
Primary Respondent Breakdown:
Table
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Category Segmentation Percentage
By Company Tier Tier 1 (>USD 5B revenue) 38%
Tier 2 (USD 500M-5B revenue) 31%
By Designation C-level Executives (CEO, CFO, CMO, CTO) 29%
Director Level (VP, Director, Head of) 34%
Others (Managers, Analysts, Specialists) 37%
By Region North America 32%
Europe 24%
Asia-Pacific 36%
Rest of World (Latin America, MENA, Africa) 8%
[Note: Tier classifications based on 2024 annual gaming-specific revenue reported to shareholders or industry analysts]