
For years, mobile gaming has been treated as a place to be seen, not a place to sell. Fresh data flips that.
A February 2026 Kantar study, commissioned by AppLovin's Axon platform, surveyed 2,500 U.S. adults who play mobile games. The finding worth building your next plan around: 71% of people who buy a product after seeing a mobile game ad do so on the same day. Just under a third click and buy on the spot. Another four in ten click, look around the site, and finish the purchase before the day is out. Almost no one waits more than a week.
That's the kind of buying behavior brands chase from social ads. Mobile games are delivering it quietly, and most plans aren't built to take advantage.
The gap between attention and budget
People are spending more than an hour a day inside digital gaming. Yet in-game advertising is forecast to be just 2.3% of all U.S. digital ad spend in 2026. Where audiences spend their time and where brands spend their money have drifted apart.
That drift is starting to correct. Gaming app ad spend in the U.S. was up 42% year-over-year in January 2026, according to Sensor Tower. And the IAB's 2026 Outlook Study flags performance-led campaigns and smarter, AI-driven targeting as the year's biggest priorities for advertisers. The money is moving. The thinking behind the plans needs to move with it.

Why purchases happen so quickly
The Kantar data has a clean explanation. Just over a third of buyers said the ad introduced them to a product they hadn't thought about before. Almost half were already considering something similar, and the ad gave them the nudge. The bulk of in-game ad purchases happen at the discovery and decision stages, and finish within hours.
The mood inside a game helps too. Seven in ten players said they feel positive about ads while playing, and half described their state of mind during play as "very positive," higher than when they're scrolling social media. Mobile game ads also live inside professionally built apps, not feeds full of unpredictable user-generated content. The risk of an ad showing up next to something a brand doesn't want to be near is much lower.
The audience is broader than most plans assume
Mobile gaming reaches a wider buying audience than most decks give it credit for. Kantar's sample matched the U.S. adult population almost exactly: 52% women, 48% men, with age, income and geography spread the way the country is. Seven in ten said they make most of the buying decisions in their household, ten points higher than the general public.
That's a built-in advantage for brands. The channel reaches the people who actually decide what gets bought, which makes it a far stronger fit for performance plans than its old reputation suggests.
How Prado reads this shift
We've watched this shift build for a while. Mobile game ads should now be measured against the same bar as social commerce, not against old display awareness, which means looking at same-day conversions rather than the seven-day windows borrowed from app marketing. The right window often reveals the channel was working all along.
Four things shape how Prado helps brands and agencies act on that:
Same-day purchases aren't a surprise anymore. They're the baseline. Talk to Prado about what that looks like for your brand.