The Biggest Audience Advertisers Aren’t Buying (by Kantar)

Liran
April 14, 2026

Most brands are paying to reach people who aren’t paying attention. Mobile gaming advertising reaches people who are.

That gap is the argument. Kantar, in research conducted with AppLovin’s AXON platform, makes it in plain numbers: 70% of mobile gamers play every single day. Ninety-seven percent play at least weekly. These aren’t occasional users scrolling a feed between meetings. They are habitual, engaged, and they show up on a schedule.

The real question isn’t whether mobile gaming ads work — the data settles that. It’s why most brands are still treating the channel as a minor experiment while pouring budget into social feeds where half the audience is barely present.

The Engagement Gap Between Social and Mobile Gaming

Social media advertising has an attention problem. Users scroll fast, content competes with content, and the feed is built for grazing. Brands adapted by building measurement frameworks around metrics that don’t require attention: impressions, reach, frequency. Those metrics survive in environments where actual attention is scarce because they don’t demand it.

Mobile gaming is a different contract between a user and a screen. A player is actively doing something. The game demands a response. Ads that appear in this context land differently — Kantar’s data puts it plainly: 71% of mobile gamers report viewing ads favorably while playing. That single figure should stop any media planner cold.

The favorability number isn’t about ad quality. It’s about context. A well-placed ad inside an experience the user chose, at a moment when they’re already engaged, earns goodwill that a pre-roll or a feed interruption doesn’t. The format isn’t interrupting anything. It’s arriving somewhere attention already exists.

What the Purchase Data Actually Says

Engagement metrics are one thing. Purchase behavior is what moves budget decisions. The Kantar research gets specific: 40% of mobile gamers purchased a product within three months of seeing a mobile gaming ad. That’s not an awareness metric. That’s a conversion window.

The post-purchase numbers hold up too. The research records 92% satisfaction among buyers who came through mobile gaming ads, with 82% stating intent to repurchase. Brands spend considerable effort building customer lifetime value after acquisition. Mobile gaming appears to be delivering buyers who are already satisfied and already inclined to return. The acquisition cost conversation shifts when the quality of who you’re acquiring is this high.

There’s also a spending profile worth noting: 77% of mobile gamers spend $100 or more per month online. More than half of households earning $200,000 or more report very positive sentiment toward mobile gaming ads. The high-income, high-frequency buyers brands spend years chasing are already in this channel.

Why Engagement Frequency Changes the Media Math

Reach is only useful when it’s consistent. A channel where 97% of users engage at least weekly lets frequency build without waste. You’re not paying to reach someone once and hoping they remember you. You’re reaching the same person on Tuesday, Thursday, and Saturday, inside the same emotional context each time.

I’d argue this is what makes mobile gaming structurally different from most digital channels. The audience self-selects into daily or near-daily sessions. Brands don’t have to engineer frequency through bid manipulation or retargeting spend. The behavior is baked in. The media plan just has to show up.

For categories with longer purchase cycles — vehicles, financial products, home improvement — this matters more. A consumer isn’t buying on first exposure. Consistent, favorable impressions across weeks of daily gaming sessions build brand familiarity before the decision moment arrives. A single display buy can’t replicate that.

The Window for Undervalued Inventory Won’t Stay Open

Media channels follow a predictable pattern. Early adopters access inventory cheaply, performance data accumulates, the channel gets validated, and broader adoption drives CPMs up. Search went through it. Social went through it. Connected TV is going through it now.

Mobile gaming is earlier in that curve than most brands realize. The Kantar/AppLovin AXON research provides the kind of third-party validation that typically precedes a surge in advertiser interest. When that interest arrives, the favorable inventory conditions today won’t exist. Brands testing now will have performance benchmarks, creative learnings, and audience data before the channel gets crowded. Brands that wait will pay more for less.

This isn’t speculation about where attention is heading. The attention is already there. Seventy percent of gamers playing every day is not a trend in formation. It’s a current reality that a significant portion of the advertising industry hasn’t acted on — not because the case is weak, but because social media budgets are familiar and mobile gaming requires someone to walk into a meeting and defend something new.

That internal case is getting easier to make.

What Brands Ignoring Mobile Gaming Are Actually Risking

The cost of staying in familiar channels doesn’t show up on this quarter’s report. It shows up later: declining ROAS, audience fatigue, CPMs rising because everyone is bidding on the same shrinking pool of quality attention. By then the review is uncomfortable. The better channel was available. The data was public. The decision wasn’t made.

Mobile gaming doesn’t require abandoning social or search. It requires treating a channel with 70% daily active users, 40% purchase conversion, and 92% buyer satisfaction as a real budget line — not a test item that gets cut after one quarter because it didn’t immediately beat a channel that’s been running for ten years.

The brands that act on this now will have a compounding performance advantage. The audience is there. The inventory is available. The Kantar data is public. The only question is whether someone decides to use it.