Adjust’s all-app growth rate cannot stand in for gaming
Analysis
By Isaac Turner, Measurement Editor — 2 min read
View author profile
Preserve the vertical when moving a headline into a mobile-game market slide.
Adjust reports 13% install growth and 5% session growth for its worldwide H1 2026 app sample. Those headline figures should not be relabelled as mobile-game growth. H1 update.
Keep the label attached to the statistic
The report description covers multiple app verticals. A broad app result can provide context for the environment around games, but it does not reveal the movement of a gaming-only population. The distinction matters when a slide claims that a studio is outperforming or lagging its market.
Our recommendation is to retain publisher, period, vertical and metric in the same table cell or chart caption. Do not rely on a footnote several pages away to restore the scope. When the correct gaming measure is unavailable, mark it unavailable instead of borrowing a nearby total.
Compare like with like inside the studio
Before comparing internal growth with the report, check whether your count includes the same kinds of installs and whether the comparison uses the same months. A studio adding games or markets can grow while each existing cohort behaves differently; aggregate growth and underlying performance answer different questions.
The attached card leaves the update’s detailed weighting and matched-panel construction unknown. That limit does not make the public result unusable. It makes its useful role narrower: directional vendor-sample context, with no claim that the percentage is a complete census or a target for an individual game.
Inspect the evidence
Download the source-population and comparability card. The extraction separates documented facts from our analysis and unknowns.
| Field | Evidence or limit |
|---|---|
| Report / publisher | Mobile app trends: How 2026 looks so far / Adjust |
| Period | H1 2026 versus H1 2025 |
| Population | Adjust’s app-trends population across verticals |
| Metric under review | H1 2026 installs +13% and sessions +5% year on year across the reported app sample |
| Aggregation | Year-on-year aggregate; exact matched-panel weighting unknown |
| Critical limit | The headline is not a gaming-only install measure, and the public update omits a detailed sample count. |
| Comparable with | The same cross-vertical measure and time window |
| Not comparable with | Gaming-only install growth or a studio-level growth target |
Further reading in the existing archive: The state of mobile game acquisition in 2026; The UA reading list: reports and benchmarks that matter. These links provide background; this check does not independently verify their full contents.
Featured
Related posts
market intelligence
measurement
·1 min read
Retention percentile charts for F2P: what GameAnalytics-style cuts miss
market intelligence
measurement
·2 min read
Sensor Tower’s $82 billion figure is an IAP measure
market intelligence
measurement
·2 min read
The 52 billion download headline crosses platforms
market intelligence
measurement
·2 min read
One casual-gaming report contains several data populations
More from the Market Intelligence desk
market intelligence
media buying
·1 min read
Lunar New Year UA gates from an official calendar, not a CPI myth
market intelligence
media buying
·2 min read
WeChat Mini Games upgrades 2026 IAP / virtual-payment incentives for debut titles
market intelligence
media buying
·2 min read
WeChat Mini Games IAA incentives from 20 August 2026: 3-minute lifetime, 180-day option
creative strategy
market intelligence
·1 min read