Mobile and PC benchmarks start with different eligibility rules
Analysis
By Isaac Turner, Measurement Editor — 2 min read
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A cross-platform chart needs two population cards before it needs a winner.
GameAnalytics’ mobile and PC sections use different eligibility rules: a 1,000-MAU mobile threshold, versus 100 MAU and four months live for PC. Data basis and methodology.
Do not rank platforms from unmatched samples
Different eligibility rules can admit different stages and sizes of games. Even with identical metric names, a comparison may mix business models, play patterns and maturity. The report is useful precisely because it states those boundaries; removing them makes the headline less reliable.
Our recommendation is to treat cross-platform planning as two acquisition systems connected by a product. Define the player journey and commercial outcome on each platform before deciding which engagement measure matters most. A short-session mobile pattern need not be a defect in a game designed around frequent returns.
Align the definitions you can control
Use the metric reference to confirm the counted event and time interval. Keep platform, cohort age and observation period in the internal table. Where the external report cannot be matched, record the mismatch instead of adjusting the number by an unsupported conversion factor.
The artifact is a comparability matrix, not a claim that one platform has better players. It supports a more concrete discussion: which parts of the product and marketing plan need platform-specific evidence, and which hypotheses could be tested across both? A decision to expand should rest on those inputs and the studio’s economics, not a contest between unmatched medians.
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 | 2026 Mobile & PC Gaming Benchmarks / GameAnalytics |
| Period | Calendar 2025 |
| Population | Mobile: 16,000+ games; PC: 3,582 games |
| Metric under review | Cross-platform retention and engagement comparison |
| Aggregation | Separate platform populations with distinct eligibility criteria |
| Critical limit | Mobile uses a 1,000-MAU floor; PC uses 100 MAU and at least four months live. |
| Comparable with | Platform-specific analysis with eligibility and metric definitions aligned |
| Not comparable with | A causal ranking of platform quality |
Further reading in the existing archive: Cloud gaming as a mobile acquisition surface; The state of mobile game acquisition in 2026. These links provide background; this check does not independently verify their full contents.
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