Sensor Tower’s $82 billion figure is an IAP measure

A mobile IAP estimate should not be described as every revenue stream in mobile games.
Sensor Tower reports $82 billion of mobile-game in-app purchase revenue for 2025. Preserve “in-app purchase” when using that figure; dropping it changes the claim.State of Gaming release.
Revenue coverage is part of the number
A game can earn through purchases, advertising and other channels. A measure covering one stream cannot be converted into total business revenue without evidence about the others. Store spending also should not be treated as a publisher’s net cash receipt unless the source defines it that way.
Our recommendation is to record the estimator’s scope before using the total in a market-size calculation. Identify store coverage, geography, currency treatment and excluded revenue streams. If the public release does not answer a field, keep it blank or unknown rather than importing an assumption from another vendor.
Use the right comparison in the budget room
Sensor Tower’s State of Mobile page supplies broader app-market context, but it is not independent validation of the gaming release. Both belong to the same commercial publisher’s research system.
The $82 billion figure may help frame the scale of reported IAP spending. It cannot set the allowable CPI of a hybrid game, establish its share of all mobile monetisation or forecast cash payback. The card makes those boundaries portable, so a planning deck can cite the market context without overstating what it measures.
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 | Sensor Tower State of Gaming 2026 release / Sensor Tower |
| Period | 2025 |
| Population | Sensor Tower’s reported mobile gaming revenue scope |
| Metric under review | Vendor-reported mobile in-app purchase revenue: $82 billion |
| Aggregation | Vendor market estimate |
| Critical limit | The release headline does not establish total IAA, off-store payments or studio net cash. |
| Comparable with | A mobile IAP estimate with the same stores, geography and revenue treatment |
| Not comparable with | All mobile-game revenue or a studio’s net proceeds |
Further reading in the existing archive: Blended ROAS Calculation: Where It Quietly Goes Wrong; The state of mobile game acquisition in 2026. These links provide background; this check does not independently verify their full contents.
Frequently asked questions
How should UA teams read Sensor Tower’s $82 billion figure when it is an IAP measure?
Preserve “in-app purchase” when citing Sensor Tower’s $82 billion mobile-game figure for 2025 — dropping that qualifier changes the claim. A game can earn through purchases, advertising and other channels; a measure covering one stream cannot be converted into total business revenue without evidence about the others. Store spending also should not be treated as a publisher’s net cash receipt unless the source defines it that way. Record the estimator’s scope before using the total in a market-size calculation: store coverage, geography, currency treatment and excluded revenue streams. If the public release does not answer a field, keep it blank or unknown rather than importing an assumption from another vendor. Sensor Tower’s State of Mobile page supplies broader app-market context but is not independent validation of the gaming release. The $82 billion figure may help frame the scale of reported IAP spending; it cannot set the allowable CPI of a hybrid game, establish its share of all mobile monetisation or forecast cash payback.
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