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Chronicles

The story behind the story

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Newzoo predicts mobile games revenue will fall 6.4% to $92.2B in 2022, the first drop in a decade, compared to 7.3% growth in 2021 and 25.6% growth in 2020

Financial Times : Tweets: @ballmatthew , @guyhardinglc , and @astaniscia86 Tweets: Matthew Ball / @ballmatthew : US gaming spend finally grows in 2022. Nov +3% YoY YTD still -7% and Nov *content* sales -5% YoY, despite GoW+CoD. Nov up due to +45% HW as shortage ends (will help content spend in future) Also: Mobile set for first *global* decline in smartphone era https://www.ft.com/... https://twitter.com/... Guy Harding / @guyhardinglc : ATT wiped billions from advertising revenues at Facebook, Twitter, Snap and YouTube last year. Many developers that thrived on being able to target players who were likely to spend big in their games, based on their behaviour, are no longer able to do so https://www.ft.com/... Giulio S. / @astaniscia86 : The mobile games market is set to decline this year for the first time since the beginning of the smartphone era. Guess who has started to eat the margins of the app industry last year... https://t.co/VA6MFGoufV https://t.co/fozw5mWHF9

Financial Times

Context & Ripple Effects

The global number lands on top of warning signs already in the corpus: Sensor Tower had measured US mobile gaming revenue down 9.6% year-over-year in H1 2022, and Newzoo now extends that to the entire market — the first annual decline of the smartphone era after 7.3% growth in 2021 and 25.6% in 2020. The mechanism named in the coverage is Apple's ATT, which had already wiped billions from ad revenues at Facebook, Twitter, Snap and YouTube by stripping developers of the ability to target high-spending players.

Timing matters most for deals struck at the peak: Take-Two closed its $12B Zynga acquisition just as casual games crested post-pandemic and the downturn began. Later estimates frame 2022 as a correction rather than a collapse — Data.ai and IDC projected consumers would spend $108B on mobile games in 2023.

First-order effects

  • Publishers built on paid user acquisition lose their main growth lever, since ATT's targeting restrictions have already cut billions from Facebook, Twitter, Snap and YouTube ad revenue.
  • Take-Two's $12B Zynga deal is confirmed to have closed into a shrinking market rather than the growth curve it priced, putting pressure on the acquisition's payback math.

Second-order effects

  • Ad-dependent studios redirect budgets toward owned channels and in-app purchase optimization, compressing ad networks' gaming revenue further.
  • Mobile studio valuations reset as acquirers discount 2020-2021 peak numbers, cooling M&A appetite across the category.

Third-order effects

  • A decade of assumed growth gives way to a replacement economy: later Appfigures data shows less than $4B of 2024's $65.4B mobile spend went to games released that year, with launch volumes down 43%, meaning revenue concentrates in established catalogs.
  • Privacy changes like ATT become a permanent cost structure on iOS, advantaging large portfolio owners over small UA-driven studios and reshaping which companies can compete.

The trend: Mobile gaming is shifting from a decade of uninterrupted, ad-fueled expansion to a mature, privacy-constrained market where returns come from retaining players in existing catalogs rather than acquiring new ones.

Discussion

  • @guyhardinglc Guy Harding on x
    ATT wiped billions from advertising revenues at Facebook, Twitter, Snap and YouTube last year. Many developers that thrived on being able to target players who were likely to spend big in their games, based on their behaviour, are no longer able to do so https://www.ft.com/...
  • @astaniscia86 Giulio S. on x
    The mobile games market is set to decline this year for the first time since the beginning of the smartphone era. Guess who has started to eat the margins of the app industry last year... https://www.ft.com/... https://twitter.com/...