PL

Playtika

Public mobile games publisher monetising free-to-play live-service titles.

Available information varies by company and source.

Profile record updated:

Company facts

Official name
Playtika Ltd.
Entity type
COMPANY
Founded
2010
Headquarters
Israel
Company size
1,001–5,000
Market role
Publisher & Media Owner
Official website
playtika.com

What Playtika does

Playtika creates and acquires mobile game franchises, operates them as live services, and uses centralised analytics, experimentation and marketing infrastructure to improve retention, conversion and player lifetime value. Value is created through game content, brand/IP partnerships in selected titles, continuous events and updates, and cross-portfolio optimisation. Revenue is captured mainly from repeat microtransactions by players, supplemented by advertising and some direct-to-consumer web commerce that reduces reliance on app store intermediaries.

Category differentiation

Playtika is a consumer mobile games publisher and operator, not an adtech vendor or external gaming infrastructure provider. Its Boost platform is internal optimisation technology supporting its own portfolio rather than a broadly sold enterprise SaaS product.

Strategic context

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

Playtika is a public mobile games company focused on free-to-play social casino, puzzle, bingo, card, board and design titles. It develops, publishes and operates a portfolio of live-service games including Slotomania, Bingo Blitz, Solitaire Grand Harvest, WSOP, Best Fiends, June's Journey and other casual mobile franchises. The business sells entertainment directly to consumers through mobile apps and web channels, and it generates revenue primarily from in-app purchases of virtual currency and other digital items, with additional contribution from in-game advertising and direct web sales. The company’s operating model combines portfolio management, ongoing live operations, paid user acquisition and internal optimisation technology. Its proprietary Boost platform supports experimentation, analytics, personalisation and monetisation across titles, while acquisitions such as SuperPlay, Supertreat and Wooga have expanded the game portfolio. Its paying customers are individual players rather than enterprise software buyers.

Company news briefing

Briefing updated:

Playtika continues to advance its mobile portfolio, highlighted by a major feature update for WSOP Poker introducing new prestige clubs and a redesigned interface. Financially, the company sustains robust direct-to-consumer monetisation, while ongoing strategic discussions regarding a potential $1.0B to $1.5B divestment of SuperPlay to Tencent remain a focal point alongside prior leadership achievements noted in the industry.

Business model & monetisation

The company uses a free-to-play model. Most revenue comes from in-app purchases of virtual goods such as chips, coins, boosters, energy and cosmetic items across its mobile portfolio. Secondary revenue comes from in-game advertising. It also uses cross-promotion across its own titles to reduce acquisition costs and has expanded direct-to-consumer web sales channels to bypass app store commissions and improve margins.

In-app purchases of virtual goods
Free-to-play microtransactions
In-game advertising
Ad-supported gameplay monetisation
Direct web sales of virtual goods
Direct-to-consumer digital commerce

Products & capabilities

No products with linked sources are available in this view.

Products & market categories

Competitors & alternatives

  • Supercell

    Mobile game publisher focused on live-service free-to-play franchises.

  • Jam City

    Mobile games publisher monetising free-to-play titles through purchases and ads.

  • Miniclip

    Mobile games publisher and studio group with portfolio monetisation scale.

  • Homa

    Mobile games publisher with developer tooling and monetisation infrastructure.

View all competitors

Featured market maps

  • Gaming & In-Game Advertising Ecosystem 2026

    A structural mapping of the global Gaming and In-Game Advertising ecosystem, spanning 3D development engines, in-game ad tech, mobile mediation, gaming publishers, and measurement platforms.

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Recent recorded signals

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

  • Andrew Stalbow-Led Group Acquires Bath City FC

    pocketgamer.biz

    M&A · Recorded impact score: 1/5

    An investor group led by Andrew Stalbow, co-founder of mobile game developer Seriously, has completed the acquisition of English football club Bath City FC. The group raised over £6 million ($8.1 million) to support the club's operations and future development. Stalbow, who previously served as CEO of Seriously before its sale to Playtika, becomes the club's executive chair. The Bath City Holding Company comprises more than 50 investors from various industries. The investment aims to support the men's and women's teams, infrastructure development, and community engagement.

    • Andrew Stalbow-led investor group completed acquisition of Bath City FC.
    • Bath City Holding Company includes more than 50 investors.
  • Publishers' Direct-to-Consumer Revenue in Q2 2026

    pocketgamer.biz

    Financials · Recorded impact score: 3/5

    PocketGamer.biz analyses direct-to-consumer (D2C) revenue for public mobile games companies for April–June 2026. Playtika reported $286.9m D2C revenue in Q2 (1.7% sequential decline, +63.1% Y/Y) with a 39.3% D2C share. Modern Times Group said D2C was 38% of group revenue while its Playamp division recorded 51% D2C. Stillfront reported D2C at 46% of bookings. G5’s store grew and direct mobile processing reached 17% of mobile gross. In social casino, SciPlay ($53m, 29% of earnings), Playstudios ($14.7m, +120% Y/Y) and DoubleDown ($40.5m, up from $10.7m) showed large D2C gains. The piece notes Apple’s proposal in the Epic case to allow up to a 15% commission for purchases outside the App Store, a potential structural factor affecting D2C economics.

    • Playtika reported Q2 2026 D2C revenue of $286.9m, a 1.7% sequential decline and a 63.1% year‑on‑year increase; D2C share was 39.3%.
    • Modern Times Group reported D2C at 38% of group revenue; Playamp division recorded 51% D2C in Q2 2026.
  • Playtika Q2: Disney Solitaire Fuels Profit; UA Spend Cut 70%

    mobilegamer.biz

    Financials · Recorded impact score: 4/5

    Playtika returned to profit in Q2 after Disney Solitaire’s strong performance, with the title’s revenue up 288.6% year-on-year. The company reported Q2 revenue of $731.1M and adjusted EBITDA of $206.1M (28.2% margin). Playtika said it will reduce marketing/user-acquisition spend for SuperPlay’s Disney Solitaire by roughly 70% in H2 2026 versus H1, while reaffirming full-year 2026 guidance of $2.75B–$2.85B revenue and $750M–$790M adjusted EBITDA but flagging results will likely be toward the lower end. Reports also linked Playtika to potential sale talks of SuperPlay with Tencent; SuperPlay was acquired by Playtika for an initial $700M in 2024.

    • Disney Solitaire revenue rose 288.6% year-on-year, driving Playtika's strong quarter.
    • Playtika will reduce SuperPlay marketing/user-acquisition investment by roughly 70% in H2 2026 versus H1.
  • Tencent in talks to buy SuperPlay for up to $1.5B

    M&A · Recorded impact score: 2/5

    Tencent is reportedly negotiating to acquire SuperPlay from Playtika in a deal valued at roughly $1.0–1.5 billion. Playtika bought SuperPlay in 2024 for an initial $700 million plus a performance-based earnout of about $1.25–1.3 billion (roughly $1.95–2.0 billion total). SuperPlay’s portfolio includes Disney Solitaire, Dice Dreams and Domino Dreams; AppMagic estimates the three titles have generated nearly $1 billion since 2019 and that Disney Solitaire has surpassed $300 million in gross player spending. SuperPlay reportedly generated about $573 million in revenue in 2025 (around 67% above the baseline used for earnout calculations), with recent 30-day revenues led by Disney Solitaire (~$20m), Dice Dreams (~$9.8m) and Domino Dreams (~$6m). Reports differ on whether Tencent would assume Playtika’s outstanding earnout obligations.

    • Tencent reportedly in talks to buy SuperPlay for about $1.0–1.5 billion.
    • Playtika acquired SuperPlay in 2024 for $700M upfront plus roughly $1.25–1.3B in performance-based earnouts (≈$1.95–2.0B total).

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Questions about Playtika

What is Playtika?

Playtika is a public mobile gaming company that develops, publishes and operates free-to-play live-service games across social casino, puzzle, bingo, card and casual genres.

Who uses Playtika?

Playtika is used by consumer players, especially casual mobile gamers, social casino players, bingo and poker players, solitaire players and puzzle audiences.

How does Playtika make money?

Playtika makes money mainly from in-app purchases of virtual goods, with additional revenue from in-game advertising and direct web sales of digital items.

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.

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

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