Gameloft

Mobile game publisher with in-game advertising and B2B gaming services.

Available information varies by company and source.

Profile record updated:

Company facts

Official name
Gameloft SE
Entity type
COMPANY
Headquarters
France
Market role
Publisher & Media Owner
Official website
gameloft.com

What Gameloft does

Gameloft creates and publishes games, acquires and retains player audiences through live operations, and monetises that attention across both consumer and business revenue streams. On the consumer side, it earns from in-app purchases and ad-supported gameplay within owned titles. On the business side, it commercialises its gaming reach and development capabilities through in-game advertising sales, branded game production, and distribution partnerships with telecom operators and device makers. Value creation depends on maintaining a scalable games portfolio, recurring player engagement and reusable game development capabilities across entertainment and marketing use cases.

Category differentiation

Gameloft is a video game publisher and media owner, not a pure ad tech vendor or standalone game engine provider. Its advertising activity sits inside its owned gaming ecosystem rather than functioning as a broad open-web ad platform.

Strategic context

AI-supported assessment from the existing company research; distinguish interpretation from sourced facts.

Gameloft SE is a France-based video game developer and publisher owned by Vivendi. Its core business is the creation, distribution and live operation of mobile and multiplatform games, which are distributed through app stores and gaming platforms. The company monetises its consumer audience primarily through free-to-play mechanics, especially in-app purchases and in-game advertising. Alongside game publishing, Gameloft operates a B2B advertising and services layer. Gameloft for Brands sells in-game advertising inventory to advertisers and agencies, Gaming for Businesses delivers branded games and interactive marketing experiences for enterprises, and Gameloft Business Solutions packages gaming content and subscription offers for telecom operators, OEMs and distribution partners. This gives the company a hybrid model spanning consumer entertainment, ad monetisation and enterprise partnerships.

Company news briefing

Briefing updated:

Gameloft reported $153.5 million in H1 2026 revenue with an EBITA of $10.5 million, alongside its continued inclusion in Hasbro's extensive digital gaming pipeline. The company advanced its 'Gameloft for brands' division by highlighting gaming as mainstream media at Cannes, while expanding its open-world portfolio following the August 2026 regional rollout of Gangstar Mirage City via Tencent's Level Infinite.

Business model & monetisation

Gameloft uses a hybrid monetisation strategy. The primary stream is free-to-play game revenue from in-app purchases. A secondary stream comes from in-game advertising sold through its owned gaming inventory to advertisers and agencies. Additional B2B revenue comes from managed branded game development and interactive campaign work for enterprises, plus subscription, freemium, try-and-buy and carrier-billing arrangements delivered through telecom and distribution partnerships.

In-app purchases within free-to-play games
One-time Sale
In-game advertising sold to advertisers and agencies
Ad-Supported
Branded games and custom interactive campaign development
Service Fee
Gaming subscription bundles and carrier-billing partnerships
Content Subscription

Products & capabilities

No products with linked sources are available in this view.

Programmatic stack & registry data

Registry entries and observed technical data do not establish certification, legal compliance or actual usage.

Gameloft SE

IAB vendor record: 1198

Cookies declared
No
Non-cookie access declared
Yes
Declared purpose IDs
1, 2, 4, 7, 9, 10
Declared feature IDs
3
Declared special purpose IDs
1, 2, 3
Indexed sellers.json entries
45 · gameloft.com

Products & market categories

Recent recorded signals

Dates refer to the source publication. Older entries are historical context, not evidence of a new event.

  • Data Digest: Pokémon Go at $9bn, Gameloft Profits, GungHo Stake Sale

    mobilegamer.biz

    Financials · Recorded impact score: 2/5

    This weekly data digest presents key mobile gaming industry metrics. Pokémon Go surpassed $9 billion in lifetime revenue per Sensor Tower. Gameloft reported $153.5 million in H1 2026 revenue with an EBITA of $10.5 million. Sony Music Japan acquired a 23.29% stake in GungHo Online Entertainment for about $179 million. Burlingame Studios secured $12 million in non-dilutive user acquisition financing. Newzoo forecasts the global games market to reach $213.9 billion in 2026. Roblox creators contributed $752 million to the US economy. Niko Partners predicts Southeast Asia's games market to pass $7 billion by 2030.

    • Pokémon Go generated over $9 billion in lifetime revenue and 800 million downloads per Sensor Tower.
    • Gameloft reported $153.5 million revenue in H1 2026, up 10% year-on-year.
  • Rovio: Live Ops Shifted Mobile Games to Event-First

    pocketgamer.biz

    Live Ops · Recorded impact score: 2/5

    At Pocket Gamer Connects Barcelona, Anastasiya Kara, lead product manager at Rovio, argued that live operations (live ops) have transformed mobile games from a core-first model to an event-first model, driven by time-limited events, offers, content updates and retention strategies. She traced modern live ops features back to social casino titles like Slotomania and cited Clash of Clans, Coin Master and Royal Match as examples of escalation in social, gating and monetisation mechanics. Kara highlighted a new wave where hypercasual cores are adopting full live ops — Color Block Jam is the cited example — and predicted further cross-genre feature adoption (mini-games, merge mechanics, pets) and continued copycatting across studios.

    • Anastasiya Kara is lead product manager at Rovio and spoke about live ops at Pocket Gamer Connects Barcelona.
    • Kara argued live ops shifted mobile games from a core-first to an event-first model centered on time-limited events, offers, content updates and retention tactics.
  • Gaming Moves from Niche to Mainstream Media

    thedrum.com

    Interactive Entertainment (Gaming) · Recorded impact score: 3/5

    Executives from Gameloft for brands told The Drum at Cannes that gaming has reached mainstream scale and delivers some of the highest-quality attention among media channels, yet advertiser investment still lags due to outdated perceptions. Jean‑Baptiste Godinot (EVP) and Jean Saltarin (MD Americas) argued gaming inventory can be bought like other digital channels and highlighted research showing gaming environments produce higher-quality, non-skippable attention. Gameloft cited a campaign with Lego — using an interactive, media-wide gaming approach — that lifted brand recall, affinity and purchase intent. The leaders said many marketers still stereotype gaming as for teenagers or specialist buyers and suggested AI may help shift media planners toward performance-based channel evaluation rather than perception-driven choices.

    • Gameloft for brands executives spoke with The Drum at Cannes about gaming's mainstream potential.
    • Gameloft research found gaming environments generate higher-quality attention compared with skippable video formats.

Careers & open positions

Open positions indexed from verified career portals and applicant tracking systems.

PositionDepartmentLocationPosted
Account Manager(Mid-Senior Level)Sales & Business DevelopmentSeattle, WA, United States

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Questions about Gameloft

What is Gameloft?

Gameloft is a France-based video game developer and publisher owned by Vivendi, with consumer gaming, in-game advertising and branded gaming activities.

Who uses Gameloft?

Its games are used by global mobile and cross-platform players, while advertisers, brands, agencies, telecom operators and OEMs buy its B2B products and services.

How does Gameloft make money?

Gameloft earns mainly from in-app purchases, plus in-game advertising, branded game development, and subscription or carrier-billing distribution partnerships.

Sources & coverage

This profile uses public, official and technically observable information. Missing information does not prove that a product or relationship does not exist. The list below does not imply that every profile statement has been verified.

16 publicly documented primary sources and citations linked across the market graph.

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