Adjust Mobile App Trends 2026 still mixes top-5,000 apps with all tracked apps

Before using a 2026 gaming CPI or retention cut, note Adjust’s dual dataset: top 5,000 apps plus the full tracked population.
Adjust’s Mobile App Trends: 2026 edition still builds figures from a mix of the top 5,000 apps and the total dataset of all apps Adjust tracks, spanning gaming, e-commerce and finance. Gaming cuts such as$0.56 CPI (+30%)or 27% day-1 retention inherit that dual population.Report PDF methodology.
All-apps versus games, again—plus the top-5,000 mix
Prior cards already warn against treating cross-vertical install growth as gaming-only. The 2026 methodology page makes a second mixing risk explicit: some views draw on the top 5,000 while others use the full tracked set, across ~45-country and ~250-territory sources. A studio comparing itself to “the Adjust gaming number” must ask which slice and which vertical label were used.
Casual session growth and other genre cuts remain vendor-sample engagement metrics, not profitability laws.
Keep the population card on the slide
Our recommendation is to paste Adjust’s dataset sentence next to any 2026 benchmark you reuse. If the slide cannot say whether a cell is top-5,000, all-apps or gaming-only, mark the population unknown.
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: 2026 edition / Adjust |
| Period | January 2024 – January 2026 (methodology date range); many gaming YoY cuts refer to 2025 |
| Population | Mix of Adjust top 5,000 apps and all apps tracked by Adjust; gaming/e-commerce/finance verticals |
| Metric under review | Dataset construction for gaming benchmarks (e.g. CPI $0.56, day-1 retention 27%, paid/organic 3.33) |
| Aggregation | Aggregated anonymised Adjust data; may not reflect the entire global app market |
| Critical limit | Top-5,000 and all-tracked-apps slices can differ; cross-vertical headlines still are not gaming-only unless labelled. |
| Comparable with | The same Adjust vertical label and dataset slice |
| Not comparable with | An unmatched studio panel or a prior Adjust edition without restating population |
Further reading: existing authority cards benchmark-check-adjust-all-apps-versus-games and benchmark-check-adjust-casual-session-growth. This card adds the 2026 dual-dataset methodology point rather than repeating those metric extracts.
Frequently asked questions
How should UA teams read Adjust Mobile App Trends 2026 when it still mixes top-5,000 apps with all tracked apps?
Before reusing any 2026 gaming CPI or retention cut, paste Adjust’s dataset sentence next to the benchmark and ask which slice and which vertical label were used. The 2026 edition still builds figures from a mix of the top 5,000 apps and the total dataset of all apps Adjust tracks (gaming, e-commerce and finance); gaming cuts such as the body’s cited CPI and day-1 retention inherit that dual population. Methodology also spans roughly 45-country and 250-territory sources, with some views on top-5,000 and others on the full tracked set. If a slide cannot say whether a cell is top-5,000, all-apps or gaming-only, mark the population unknown. Casual session growth and other genre cuts remain vendor-sample engagement metrics, not profitability laws.
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