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NEWSLETTER #
12

Admon Newsletter #12: The State of Mobile Ad Networks in 2026

In our very first newsletter, we shared our biggest research, revealing the actual share of the market across mediation products. In today's twelfth edition, we are bringing you insights on the networks’ market share based on the data we have.
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Featured article

FEATURED ARTICLE
Božo Janković

Here at GameBiz, we help studios around the globe to maximize the value ads bring to their business. Over the years, we have worked with over 70 studios on more than a couple of hundred games and apps.

A year or so ago, we set out on this journey of sharing insights, benchmarks, and the learnings we have in our line of work. The real stuff. No guessing, no gossip, no hacks that don’t really work or can eventually get you into trouble.

Data, experiments, facts.

In our very first newsletter, we shared our biggest research, revealing the actual share of the market across mediation products. In today's twelfth edition, we are bringing you insights on the networks’ market share based on the data we have.

About the inventory

We hand-picked 15 different apps from our portfolio that had significant enough volumes and didn’t have any special circumstances, so we considered them relevant for this research. All of the data in this article is based on these 15 mobile apps (mostly free-to-play games but some non-gaming apps as well) that we are managing. All of them are mediated on Applovin MAX mediation. They vary in nature (from non-gaming, across hyper-casual, casual, and more strategy titles). The vast majority of the inventory is video (rewarded and interstitial), tier1 countries, with revenue pretty evenly distributed across iOS and Android. More details below.

Platform distribution

PlatformiOSAndroid
Share of Revenue42.5%57.5%
Share of Impressions45.5%54.5%

Ad format distribution

Ad FormatRewarded videoInterstitialsBanners
Share of Revenue46.4%45.2%8.4%
Share of Impressions2.7%5.3%92%

Regional distribution

RegionEnglish-Speaking*Rest of the World (ROW)
Share of Revenue65.1%34.9%
Share of Impressions44.8%55.2%

* English-speaking countries here include: the United States, the United Kingdom, Canada, Australia, and New Zealand

Now that you’ve gotten to know our inventory, let’s take a look at some of the insights.

1. Only 4 ad networks have universal demand

There were 4 ad networks that were present in all 15 games we examined. You won’t be surprised by the list:

  • Applovin. Includes both Applovin direct and exchange traffic. The vast majority of the traffic is generated by direct traffic (97.3% of revenue, to be exact). Publishers don’t really have an option to use MAX mediation without the Applovin network turned on.
  • UnityAds - Similar demand as Applovin, relying primarily on gaming, performance campaigns, but the demand is not as vast.
  • Meta Audience Network - The most user-friendly ads in the market, BY FAR. Rewarded video ads up to 30 seconds, interstitials are skippable after 5 seconds. Clear user interface, x buttons, no automatic clicks, no dirty tricks.
  • Google AdMob - Probably the biggest ad demand source on the planet. A mix of games, various non-gaming apps, including utility, fitness, shopping, and various others. Brand demand. Same ad quality notes as Meta, but they partly gave in to the pressure Applovin put on the industry. More than a year and a half ago, they introduced “high-engagement ads” - up to 60 seconds in length for rewarded video and 15 seconds to skip on interstitials.

With all of this in mind, this is the mix of ad networks that absolutely every app publisher should start with when introducing ads into their app, even if they have a very limited scale. This mix will ensure no issues with fill rate and will give enough competition in the bidding stack, up until certain volumes, of course.

2. Well-known networks, non-existent market share

  • Chartboost (LoopMe)
  • HyprMX
  • Ogury
  • Pubmatic
  • Smaato
  • Verve Group

Ok, with 15 apps as a sample, obviously, the data on the smaller ad networks won’t be as precise. But we have a good mix of genres, as well as big and small apps when it comes to the inventory, so it is some reflection on the market conditions. These networks have no or very small presence in the apps we analyzed. A few things worth noting:

  • Chartboost has never been a very strong network for us. We expected their potency to be bigger after LoopMe acquired them a year and a half ago, but apparently not. We tested them in Q1 2026, and their performance didn’t deliver.
  • HyprMX and Ogury - Brand-only demand. This dataset might be somewhat unfair to these two ad networks, as their performance is strongest in Q4 and weakest in Q1, due to how brands and agencies allocate their budgets. It’s not uncommon for big publishers to integrate them for Q4 and remove them until next year, as they want to capture those brand dollars. But it is what it is. The fact is - even if we took Q4 data, their performance wouldn’t be a game-changer for your app. The volumes are simply not there, and HyprMX didn’t even manage to build a bidder yet, so they have to be integrated via a custom SDK adapter. Ogury does make its inventory available via a bidder.
  • Pubmatic, Smaato, and Verve belong to the group of networks that are usually viewed as networks that are good for banner traffic. Even though Verve acquired Smaato five years ago, they are still operating as two separate networks in MAX, and the synergies between them have apparently not been enough to transform them into a significant enough player in the mobile market.

Here we have a completely opposite situation compared to the set of networks from the first point. These six ad networks wouldn’t be our first choice when considering new ad networks to test. They have limited volumes, are seasonal, or perform well on very specific inventories. This is the set of networks that’s “ok” to test if you’ve already using or you already tested all other networks that are more likely to perform.

3. Has UnityAds performance improved?

Unity has been under a lot of pressure ever since its merger with ironSource three and a half years ago. Exactly a year ago, they officially launched their AI-powered ad platform, Vector, and have since doubled down on their efforts to improve its performance. They have some notable names from the gaming space in their case study library, including Voodoo, Playrix, Homa, ZephyrMobile, Mattel163, and Unico Studio. They’ve also been releasing new SDK versions promising performance gains on both UA and ad monetization (most lately, version 4.18).

Looking at January to May 2026 data only doesn’t show any improvement, but expanding the window to 2025 makes it obvious that they’ve made some progress. Here, we took the data from our largest client for practical reasons. Specifically, in the first five months of 2025, the average value of their market share was 6.04%, while the average in 2026. was 9.72%. More than 50% growth in share, but also still very modest compared to Applovin’s share.

UnityAds Share of Revenue 2025 & 2026

At the same time, their share of impressions has gone up from 2.57% to 4.91%, comparing the same periods.

4. ironSource direct is gone, exchange is still alive. What do the numbers say?

While Unity has been putting all of its energy into UnityAds and Vector, not much has been left for ironSource. As of 1st May 2026, they have officially stopped serving any direct traffic, BUT ironSource exchange remains. Depending on your specific app, ironSource exchange could have been generating even the majority of your ironSource revenue. Specifically among our clients, ironSource exchange was generating from 0% to 75% of all ironSource revenue. Let’s take a look at the trend of the share of revenue in the past five months.

ironSource Share of Revenue

ironSource’s share of the market was very modest to begin with (averaging 1.15% January - April this year) and was cut in half in May by the direct demand depreciation (0.55%).

If you want to minimize the number of SDK adapters you are using, you should by all means, do a proper AB test, removing ironSource to see what the impact on your bidding stack will be, but don’t simply remove their app-ads.txt lines until you’ve done your tests.

5. Meta Audience Network explodes at the end of January on iOS. What  happened since?

We already covered in our newsletter #8 that Meta Audience Network had a big performance jump on iOS at the end of January 2026. The growth was in significant part driven by the change in their ad templates. You can read more about this in the original piece, where we covered all the details. The question is - what has their performance been like since?

Meta's Share of Revenue

As we can see, their overall share did grow (from 8.5% to 10.5%) and didn’t grow since (but has remained stable at this higher level).

Zooming into iOS only, where the changes have taken place, shows the same story. Meta’s share before the changes was 1.4%, while after the change has remained stable at around 2.7%. It remains to be seen what other experiments Meta will run in the coming period and how that impacts its performance.

Meta's Share of Revenue - iOS Only

6. Pangle launched in the US. What are the numbers telling us?

As it could be expected, “work in progress” is probably the most appropriate way to describe Pangle’s performance in the US. We can’t speak of any market trend because we don’t have enough data, but looking at its performance on one of the apps we are managing, its performance has been better than expected (still very, very modest, of course).

For example, based on this one app, February - May data:

  • Pangle generated 0.95% of revenue in the US
  • At the same time, they generated 1.3% of impressions in the US
  • Their performance (share of revenue) was on par with ironSource in this period, and they outperformed DT Exchange and Liftoff Monetize (if I were DT or Liftoff, I’d probably ask a few questions).
  • Pangle’s eCPM is among the lower ones in the stack (see the table below).
Ad NetworkeCPM
Applovin$62.6
AdMob$39.8
UnityAds$52.4
Meta Audience Network$46.7
Mintegral$79.3
Moloco$56.9
InMobi$18.7
BidMachine$26.0
IronSource$23.3
Pangle$36.1
DT Exchange$16.4
Liftoff Monetize$20.9

Experienced Ad Monetization Managers won’t be surprised, but less experienced teams should pay attention. There isn’t one silver bullet when it comes to ad network selection. The best mix of networks will depend on the ad formats you are using, the regional distribution of your users, mediation, scale, and much more. That’s why in the points below we bring more specific data.

7. Top performers are not the same on video and banner

On video (rewarded and interstitial), Applovin has a clear dominance, with more than half of the revenue generated by them. The table below shows the share of revenue per network on video.

Ad NetworkShare of Revenue
AppLovin52.6%
AdMob10.9%
Meta Audience Network10.3%
UnityAds9.7%
Moloco3.7%
Mintegral3.6%
InMobi2.4%
DT Exchange2.2%
Liftoff Monetize1.8%
BidMachine1.5%
Other1.4%

However, banners are a different story. Revenue is much less concentrated than on video. Google takes a quarter of the revenue, and the rest is distributed across InMobi, UnityAds, DT Exchange, and others. Applovin takes the 6th position here.

Ad NetworkShare of Revenue
Google25.6%
InMobi14.1%
UnityAds11.9%
DT Exchange9.7%
Meta Audience Network8.0%
AppLovin7.6%
BidMachine7.4%
Liftoff Monetize4.2%
Moloco3.8%
Mintegral3.3%
Amazon Publisher Service2.6%
Other1.8%

8. IDFA makes a difference

Thanks to the limitations the lack of IDFA imposes on Meta Audience Network and Google, Applovin is beyond dominant on iOS. They have a 61.4% share of revenue. Google is far behind, with even Moloco and Mintegral above it. On Android, the situation is completely different. Applovin takes 39.5% of revenue, followed by Google, Meta, and UnityAds. See all data in tables below.

iOS revenue distribution

Ad NetworkShare of Revenue
AppLovin61.4%
UnityAds10.7%
Moloco4.7%
Mintegral4.4%
Google3.6%
InMobi3.3%
BidMachine3.2%
Liftoff Monetize2.5%
Meta Audience Network2.4%
DT Exchange2.2%
IronSource1.2%
Other0.4%

Android revenue distribution

Ad NetworkShare of Revenue
AppLovin39.5%
Google18.5%
Meta Audience Network15.8%
UnityAds9.3%
InMobi3.4%
DT Exchange3.3%
Moloco3.1%
Mintegral2.9%
Liftoff Monetize1.6%
BidMachine1.1%
Other1.6%

9. Specific regions may require specific networks

Depending on your app’s genre, organics, UA sources, etc., you may have a situation where a significant portion of your users is coming from the non-tier1 regions. In that scenario, you may want to consider networks that have strong demand in specific regions.

  • Russia: AdMob and Meta Audience Network are not showing any ads in this region, which opens up room for other ad networks. According to our data, the strongest networks are: Applovin, UnityAds, DT Exchange, Mintegral, and InMobi. In cases where eCPMs are not very high, we’ve seen a nice increase from adding Yandex, lately also known as YangoAds (but in cases where eCPMs are high, they are not able to compete). We’ve also seen setups where BigoAds performs well in Russia, but again, not universally.
  • LATAM, APAC. Pangle is the usual suspect as a network that might perform well in these regions, and that is worth testing.
  • EEA, the UK, and CH. According to the data we have, this region is not much different than the United States or, in general, English-speaking countries. What is different is the fact that you absolutely should have a CMP (Consent Management Platform) set up if you have a significant number of users coming from Europe. Especially for the benefit of showing personalized ads from AdMob, but in general, more networks are coming under the umbrella of the IAB’s TCF framework (UnityAds joined in April this year). eCPM will be dramatically different (more specifically, lower) if you don’t have a CMP set up. If you are still not too familiar with the CMP, you can read here how the top 100 grossing games have responded to the CMP requirements.

10. Beyond market shares and eCPMs

Whether you are just starting out or you have a stable inventory but are looking to optimize your bidding stack, it is essential to look at the value the ad network can bring. What’s their market share? Do they have any particular strengths? What are their eCPMs in your strongest geos from apps similar to yours? But beyond these more obvious factors, you should also take into consideration:

  • Ad quality. According to a study done by AdMob and Deloitte, 1 in 5 players will quit the game after a negative, ad-related experience.
  • Account management and support. Networks now mostly serve ads via bidding, but that doesn’t mean that you won’t need to communicate with ad networks. When an issue arises (and sooner or later, there will be an issue to address), it’s great when you can reach an actual, human representative, and that person has reasonable response times and is actually able to help you.

Have you been surprised by any of the data we shared? We’d love to hear from you if your data matches ours or if you have a different experience from the one we shared here.

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Operational updates

OPERATIONAL UPDATES

1. Unity LevelPlay to Deprecate Non-Bidding Instances for Selected Networks

‍Unity has announced that LevelPlay will stop ad delivery for non-bidding instances of Chartboost, Digital Turbine, and AdMob Native on July 9, 2026. Publishers currently using these networks through traditional waterfall instances should activate their bidding integrations before the deadline to maintain access to demand.

2. Unity Transitions from Google ATP to TCF Vendor

Unity has transitioned from being listed as a Google Additional Consent (ATP) vendor to a registered TCF vendor. During the transition period, some publishers reported consent-related issues where Unity may not receive GDPR consent signals correctly for newly consented users.

Publishers using Unity Ads or LevelPlay in the EEA are encouraged to review their CMP configuration and ensure Unity is properly included in their TCF vendor list to avoid potential impacts on demand and monetization performance.

3. Google Introduces Tag for Age Treatment (TFAT)

‍Google has introduced Tag for Age Treatment (TFAT), a new unified signal designed to help publishers comply with evolving age-related regulations, including COPPA, GDPR, and emerging app store requirements. TFAT introduces dedicated age treatment settings for children and teens, replacing the legacy child-directed and under-age-of-consent tags over time.

Publishers using Google ad products should plan to migrate to the new API as support becomes available in upcoming SDK releases. While existing settings will continue to be supported through 2026, Google recommends adopting TFAT early to simplify compliance and prepare for future deprecations.

4 CloudX Expands Demand and Native Ad Support

CloudX has introduced support for additional native ad formats, including Meta Reels and native ads, as well as native banner and MREC creatives from Liftoff Monetize, Meta Audience Network, and Moloco. The company also added Moloco and Verve as SDK bidding partners and expanded monetization controls with new bid floor management and reporting capabilities.

5. Electronic Arts introduces EA Advertising

Electronic Arts (EA) has launched a new platform that will allow brand advertisers access to "dynamic, real-time placements" such as stadium signage and in-game content. It will be interesting to see if they have any success with it, and if they do, if they will offer this solution to other publishers in the market at one point. As a reminder, a similar product is already offered in the market by companies such as Google AdMob (exclusive to mediation customers), Adverty, Anzu, AdInMo, Gadsme, iion, and others.

6. Ad Network SDK Updates:

  • Google Mobile Ads Next-Gen SDK Now Available for Unity‍

Google has announced that the Google Mobile Ads (GMA) Next-Gen SDK for Android is now available for Unity developers. The new SDK is designed to improve performance and stability, offering faster ad request latency, a smaller SDK footprint, and background initialization to reduce impact on app startup. The Next-Gen SDK supports all existing Google ad formats and represents the future architecture for Android ad integrations. Publishers using the Google Mobile Ads Unity plugin can upgrade through a new one-click migration option available in plugin version 11.1.0.

  • Unity LevelPlay SDK 9.4.2/9.4.3 – Stability and Serving Fixes‍

Unity released additional LevelPlay SDK 9.4.x updates, focused on improving SDK stability and ad serving reliability. The updates address ANR-related issues during initialization and ad loading, resolve a Google Play upload blocker, and fix fullscreen ad serving edge cases that could affect ad availability during a session.

  • Unity Ads SDK 4.18.0 – Performance-Focused Architecture Update‍

Unity has released Ads SDK version 4.18.0, introducing a redesigned architecture built for a bidding-first ecosystem. According to Unity, the update improves ad initialization speed, stability, and ad delivery performance, helping reduce latency and increase monetized inventory. Internal testing showed improvements in ad load success, show completion rates, impressions, and overall revenue performance.

  • AppLovin MAX SDK 13.6.3

AppLovin has released MAX SDK version 13.6.3, which raises the minimum supported Android SDK version to API level 24 and includes minor fixes and performance improvements. Publishers should review compatibility requirements before upgrading.

  • Vungle SDK Updates - Versions 7.7.3 (Android/Amazon and iOS)

Liftoff Monetize has released Vungle SDK version 7.7.3 for Android, Amazon, and iOS. The latest releases focus on stability improvements and bug fixes aimed at improving overall SDK reliability and performance.

  • DT Exchange SDK Updates

Digital Turbine released new DT Exchange SDK updates for both iOS and Android. The updates add support for Vietnam’s amended advertising law requirements, while the iOS release also introduces SKOverlay support within the embedded browser. Additional stability improvements and bug fixes are included as part of the release.

  • Moloco SDK for Android

Moloco released Android SDK versions 4.8.1 and 4.9.0 in May 2026. The updates focus on improving the ad experience, fixing crashes, and resolving dependency conflict issues.

Ad Quality

AD QUALITY

Lately, we've been flooded with inappropriate, AI-generated ads for video player apps. While they are advertised as standard video players, the ads are highly sexually suggestive. They claim users can watch adult content, leading us to believe the apps themselves are intended for mature audiences as well.

A quick look at our ad quality tools revealed more than 25 of these apps. Although they are being taken down from the store, new ones appear constantly. You can often recognize them by their icons, which frequently feature an "X" or a "V" (sometimes with a silhouette of a woman), or even a standard play button.

You might assume that blocking sensitive ad categories would spare your users, but unfortunately, that's not the case. These apps are categorized under "Tools", and to make matters worse, the Google Play Store rates them as suitable for all ages.

To track them down, you can use AdMob's Ad Review Center or Unity's AdQuality tool. Filter your search for titles containing "hd video downloader" or "video downloader" to see if any of these apps are serving ads in your game. Bonus note - almost all of these ads were served by Google, with only a few coming from Mintegral.

To save you the trouble, we've already added the apps we've identified and blocked so far to our shared blocklist.

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Job alerts

JOB ALERTS
Zimad
Ad Monetization Manager
Remote
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Easybrain
Ads Monetization Manager
Warsaw, PL
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Macadam
Monetization Manager
Barcelona, ES
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Hypercell Games
Senior Monetization Manager
Remote
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Did you know?

DID YOU KNOW?

App open ads can be a smart way to monetize your load screen without the disruption of a full-screen interstitial. They cover about 80% of the screen, can be skipped at any time, and Google explicitly lists them as compliant under its Better Ads Experience policy, preferable to interstitials shown at app start.

In our own testing, they had no meaningful hit to retention, though eCPMs came in well below the 70% of interstitial rates the networks advertise, landing closer to 13–39% at scale.

Read the full guide on app open ads → Click Here

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