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Half of mobile gamers in the US and UK are earning money playing games, survey claims

Almedia study reveals that 75% of players feel positive about games offering such incentives
Half of mobile gamers in the US and UK are earning money playing games, survey claims
Date Type Companies Involved Key Datapoint
Mar 13, 2025 report Almedia
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Half of all mobile gamers in the US and UK have earned money playing games. 

That's according to Almedia's new survey of 2,003 gamers, which shows that 50% of mobile players have earned real-world rewards like cash and gift cards from brands like Netflix and Amazon for playing mobile games. 

Among the respondents, 75% said they feel positive about games offering such incentives. Over the past three to five years, 54% are playing more, with 42% citing rewards as a key motivator. 

Meanwhile, for those who’ve earned real-world rewards, 72% consider it important when trying new titles, 85% keep playing even after rewards end and 76% are more likely to recommend rewarded games.

Among the 50% of mobile gamers who have received in-game rewards, 67% feel positive toward games offering traditional incentives. 

However, 65% said they would be more likely to try a new game if it offered real-world rewards, and 58% believe such rewards would change how they play, mainly encouraging them to engage longer.

New opportunities 

Almedia's study also highlights new revenue opportunities for developers, with 23% of players willing to spend on in-app purchases to access higher tiers of rewards.

“Our deep study of gamers clearly shows that there’s a voracious appetite for rewards across the mobile games industry," said Almedia CEO and founder Moritz Holländer. “Never before in gaming have we witnessed the mass adoption of real-world rewards by players.

“What we are currently seeing is real-time transformation in how gamers choose what they play based on rewards - and also rewards’ ability to foster valuable long-term relationships between players and games.

“It’s a total rewrite of how and why users engage with gaming content, and a much-needed one at a time where game studios face barriers to acquiring and retaining players in a highly competitive market."

You can read the full report here