What Sensor Tower’s State of Mobile 2026 can tell a small studio — and where data.ai is silent
Analysis
By Isaac Turner, Measurement Editor — 3 min read
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The accessible 2026 State of Mobile public cut is Sensor Tower’s. A separate data.ai 2026 methodology was not found. Games IAP is store consumer spend, not UA CPI.
A small studio cannot currently open a dated, public data.ai 2026 State of Mobile methodology. The industry report that answers the same reader job — store downloads, IAP revenue, time spent, games versus non-games — is Sensor Tower’s State of Mobile 2026, summarised on the January 2026 blog. This card uses that public cut. It does not invent a data.ai sample to fill the gap.
The $82 billion games IAP figure already has a canonical card: Sensor Tower’s $82 billion figure is an IAP measure. Downloads versus that revenue figure are split in Sensor Tower’s cross-platform download total. Do not treat this edition as a second IAP census. Its job is narrower: record that a separate data.ai 2026 methodology was not found, and that a small studio’s MMP numbers still do not inherit the store-intelligence population.
What the public Sensor Tower cut actually measures
The blog (Jonathan Briskman, January 2026) reports, for 2025, across iOS and Google Play:
- Downloads up 0.8% year on year to nearly 150 billion.
- Time spent 5.3 trillion hours (+3.8%), or about 3.6 hours per day per mobile user.
- IAP plus paid-app revenue $167 billion (+10.6%).
- Games IAP “approaching $82 billion” (+1.3%), a third consecutive year of games revenue growth, with downloads down and time spent slightly up.
Non-game IAP is described as having surpassed games for the first time.
The PDF methodology pages (also issued as Sensor Tower State of Mobile 2026) state: Android estimates are Google Play only, not third-party Android stores; IAP revenue includes paid downloads, in-app purchases and subscriptions from iOS and Play; advertising and third-party purchases are excluded; downloads are per user account; IAP is gross of store commission; China figures are iOS only; games use Sensor Tower’s taxonomy as of January 2026; period 1 January 2014–31 December 2025 for the long series, with 2025 as the featured year.
What a small studio must not do with those numbers
| Field | Evidence or limit |
|---|---|
| Report / publisher | State of Mobile 2026 / Sensor Tower (public blog + report landing + methodology PDF) |
| Period | 2025 (featured); long series from 2014 |
| Population | iOS App Store + Google Play estimates; not sideloaded Android; not ads-inclusive games revenue |
| Metric under review | Games IAP ~$82B (+1.3% YoY); total IAP+paid $167B |
| Aggregation | Vendor modelled store intelligence, gross of commission |
| data.ai 2026 cut | **Not found** as a separate public methodology |
| Comparable with | Another IAP/store-consumer-spend series that excludes ads and third-party Android stores |
| Not comparable with | A studio MMP ROAS, CPI, or Newzoo-style revenue that includes advertising |
A puzzle studio’s D7 ROAS is not a slice of the $82 billion. That figure is estimated store consumer spend for a classified games universe. It cannot set a bid, a creative quota, or a “healthy” genre CPI.
Download the comparability card.
Background: The benchmark report is selling you something. Use the two Sensor Tower cards above for the $82 billion / download-scope claims; this edition does not recertify them.
Research checked 19 September 2026. Local draft; human editorial review pending.
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