For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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Fantastic summary by Roshan Desai on the new Google x Newzoo report. 🎮 Instant H5 games are proving to be a massive retention multiplier—not a substitute—for native app ecosystems. Proud of the team for delivering these actionable insights! Link below 👇 #GooglePartnerships #H5Games #Gaming
For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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Excited to share our latest research on Web gaming. Check out how the H5 gaming vertical is thinking about monetizing in 2026 and beyond💡
For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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Excellent read, especially for anyone with an interest in the HTML5 gaming landscape: browser game publishers, developers, social media, and HTML5 game portals. Free download 👇
For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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Aside from sneaking in a quick game of web cricket during a 5-minute work break (which occasionally turns into a deep dive into gameplay, integration, and ad placements - occupational hazard! 🏏😅), I find myself constantly exploring HTML5 games on almost every other web platform I visit. Turns out, I’m not alone… 👀 📈 Players spend an average of 1.4x more time on websites that offer instant H5 games. Our newly launched Google x Newzoo H5 Gaming Research (the result of surveying >7,000 H5 gamers across 7 regions! 🌍) confirms this and uncovers some incredible shifts across the web gaming landscape. 💡 The biggest takeaway? Web gaming isn’t competing with native mobile apps — it’s thriving right alongside them. A massive 96% of H5 players also play native mobile games, leaning into instant browser play for friction-free, quick-session fun throughout their day! 🎮⚡ 👉 Dive into the full report here: https://lnkd.in/gzg4294T Huge kudos to the incredible teams across Newzoo and Google for bringing this research to life! 👏🚀 Marine Wing Alexis Pamboris Sherif Aoun Danielle S. Rushabh Mutha Owen Scragg Surjo Sankar Sarkar Nana Chen Denise Farrelly Alexis de Charentenay
For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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What are web gamers playing? How are they discovering new games? And what does it tell us about consumer behavior particularly among young people? Marine Wing has some thoughts to share. Check out her brand new white paper on the topic...and reach out to her if you want to talk about gaming, health tech, or just practice your French.
For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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We talked about it at #Gamescom: H5 Games are absolutely flying. User demand is higher than ever, user retention is up massively and monetization is strong. Read more in our new Google x Newzoo research! Michiel van Amerongen
For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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Really proud to have created this industry report with Google, exploring the growth of H5 gaming and what it means for the future of browser-based games. Excited to finally see it out in the world! 🎮
For a new joint whitepaper with Google, Newzoo’s Custom Gamer Research team surveyed more than 7,000 monthly H5 gamers across seven regions to understand who plays, how and where they play, and what they expect from H5 gaming. Browser-based games have evolved steadily over the past few years, but the H5 ecosystem remains difficult to read. Distribution is fragmented, revenues are hard to track, and player behavior continues to change, making it difficult to build a clear picture of the people playing and what they expect from the category. Our study found: ✅ 46% of online consumers aged 13–55 across the regions covered play H5 games monthly ✅ 83% of H5 gamers play browser games on a smartphone, while 75% also play app-based mobile games ✅ Portals remain the most common places to play, but 45% of H5 gamers typically begin their discovery journey with a web search Download the free report: https://lnkd.in/e5vYFgYk #H5Gaming #GamerResearch #Google
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Japan’s mobile games generated more than $10B in IAP revenue over the past year despite downloads falling 5.4% to 585M. Japan remains Asia’s No. 2 mobile gaming market by consumer spending, according to Sensor Tower. https://lnkd.in/d5qMP7uC #mobilegaming #gamedev
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🎮 Neochrome Reads #01: August 2026 Mobile Game Charts For our first read, we took a closer look at the August 2026 mobile game charts. When we analyzed the data, one thing immediately caught our attention: while downloads are decreasing, mobile game revenues are still growing. Total player spending on mobile games reached $6.8 billion in August, representing a 1% increase compared to July. On the other hand, total downloads decreased by 7% to 4.2 billion. But there were even more interesting stories behind the numbers. Fate/Grand Order more than doubled its monthly revenue, driven by its 11th anniversary events. Valorant Mobile had its strongest month yet in China, reaching $53.7 million in player spending. Royal Match grew by 10%, reaching $155.4 million in monthly player spending. There were also notable results from Türkiye-based studios. Grand Games’ Block Out had a record-breaking month with 10.4 million downloads, while Flow Games’ Smash Fest reached 6 million downloads. Meanwhile, Dream Games ranked third among the world’s highest-grossing mobile game publishers in August. One of the main questions this list raised for us was: Is it still enough to measure success in mobile gaming solely by download numbers? Live ops, strong content calendars, monetization, and player retention seem to be becoming increasingly important parts of the picture. At the same time, seeing Türkiye-based studios continue to appear in global rankings made us even more curious about Türkiye’s growing role in the global mobile gaming industry — something we definitely want to explore further in future Neochrome Reads. We’re still learning and trying to understand these shifts better as we go. Which game or trend from the August charts caught your attention the most? 👇 📖 Our read: August 2026 Mobile Game Charts: https://lnkd.in/ePFQAmcJ #NeochromeReads #MobileGaming #GamingIndustry #GameDevelopment
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💸 Mobile Gaming has a demand problem... ¯\(ツ)/¯ ~$570B: Mobile in-app advertising ~$110B: App-install spend Yet games still largely monetize by advertising... other games. OK. Cool stuff? Our friend Josh Chandley hosted DT CSO Itai Cohen & asked a great Q 👇🏻 "DT’s in-app business is up 56%, but still smaller than in 2022. Is this a repaired business, or a different one??" The answer points to the bigger picture 😶🌫️ "Brand demand + device data + in-app supply." Or simply: Going beyond Gaming UA 🚀 Here's the FULL piece for ya! 👇🏻
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