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February 2026 Mobile Game Advertising Review

2026年3月24日 1Browse 0Like 0Comments
The following analysis of mobile game marketing trends for February 2026 is based on advertising data from AppGrowing across 50 countries and regions, and 28 global media platforms.

In terms of ad distribution by category, Casual games regained the top position, followed by Casino and Puzzle. However, Casino games continued to lead in the share of newly advertised apps, accounting for 29.42%, down from January.

By ad volume, the top three categories remained Puzzle, Casual, and Role-Playing. Simulation ranked fourth, with ad volume comparable to Role-Playing games.

In terms of ad creative formats, video continued to dominate global mobile game advertising, accounting for 70.07%, while image creatives made up 26.51%.

By video length, the 16-30 second segment remained the most prevalent in February, accounting for 45.67%.

01.Top Mobile Game Developers & Mobile Games

According to AppGrowing, the top three developers by ad volume were Oakever Games, Guru Puzzle Game, and SayGames Ltd, Vita Studio slipped to fourth.

Most publishers in the ranking saw improved positions during this period. Century Game further rose into the top seven, promoting a new simulation-management title, Tasty Travels.

Due to the shorter calendar month, most of the top-30 advertised products showed MoM declines in ad volume; only Ball Sort Puzzle grew, with ad volume up 5.09% MoM.

The top three remain Jigsawscapes, Vita Mahjong, and Zen Word®. Although Tasty Travels’ ad volume fell 18.99% MoM, its placement climbed to No.15, indicating continued large-scale promotion.

02.Top Pre-registering Games & Creative Selling Points

In this period, Netmarble's The Seven Deadly Sins: Origin topped the pre-registration charts on both platforms; The game is an open-world RPG spin-off based on The Seven Deadly Sins IP.

Funplus’s SLG new release Foundation: Galactic Frontier ranked No.2 on the App Store pre-registration chart, with pre-registrations concentrated in Japan and South Korea. The game launched in multiple Western markets in October last year and released a Traditional Chinese version in January, suggesting that FunPlus is expanding this sci-fi SLG into additional markets.

Shiyue Network’s anime-style mobile game 蔚藍星球:國王很忙 ramped up pre-registration marketing; after making last month’s App Store pre-registration shortlist, it entered Google Play’s pre-registration chart at No.7 this period.

Recently, AppGrowing officially launched a “Creative Selling Points” feature showing recent popular creative selling points in the industry. The feature aims to help game publishers focus on hit creative selling points, target audiences precisely, and improve conversion rates.

Looking at February’s creative selling points:

  • Popular selling points largely focus on game content and experiential elements, such as easy decompression, eye-catching picture, and using cartoon rendering to enhance visual polish.
  • New selling points are more aligned with short-video trends for reuse and variation—for example, the “olaf” selling point, whose popular clips use elements from Frozen for content creation.
  • Rising selling points are more about modes of content presentation, like close-up of the characters, plot interpretation, and real person trial.

03. Funplus Global Advertising Layout

According to AppGrowing, Foundation: Galactic Frontier became Funplus’s primary promoted product in February, with ad share reaching 30.34%.

Close behind is another SLG new release, Tiles Survive, with an ad share of 25.5%. Media reports indicate both titles have achieved revenues in the tens of millions.

Specifically, Foundation: Galactic Frontier’s February ad deployment shows the product maintained a steady scale, with daily ad sets staying above 1,800.

The game is reportedly adapted from sci‑fi master Isaac Asimov’s famous Foundation novels, and it adopts the visual design and artistic elements of the eponymous TV series. Against this backdrop, both game content and ad creatives emphasize narrative sequences to attract broad sci‑fi audiences.

For example, one creative opens with a crisis—forced amputations and monsters about to breach the barrier—quickly heighten audience tension; scenes of monster attacks and comrades falling deepen the sense of danger in the game world.

By showing characters fighting with different weapons, repairing and building new modules, and expanding base functions, the gameplay loop of a "sci‑fi survival SLG" is clearly presented. At the video' s end, base modules multiply until they form a complete space station, further stimulating players ' curiosity and desire to play.

Source:AppGrowing

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Tags: Advertising digitalmarketing GameMarketing marketresearch MobileGames mobilemarketing UserAcquisition
Last updated:2026年3月24日

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