MINMIX DATA LAB/ Editor's Note/ 2026-W33

How games make money — a revenue map from 12 deep dives

From gacha to merge, survival and match-3, we synthesized 12 deep dives. Games open wallets in roughly six ways — and each has a different relationship with ‘satisfaction.’

The last note asked, with six gacha titles, ‘where to bet content.’ Having widened the genres, we ask again — how do games make money, and how does that method clash with player satisfaction?

Satisfaction × monetization — in four boxes

The x-axis is monetization (soft → aggressive), the y-axis recent satisfaction (high → low). High revenue doesn't mean high satisfaction.

Earns softly · satisfaction ↑
Durable
Candy CrushFree Fire
Earns hard · satisfaction ↓
Extractive
WhiteoutRoyal Match
Habit·content · holds up
Stable
Monopoly GoGenshin
Hybrid·system · mid
Hybrid
Gossip HarborBlue Archive
High revenue isn't high satisfaction — they're separate axes.

Six revenue models

TrustOld design and accumulated trust hold satisfaction → Candy Crush (13 yrs, recent 4.31)
ScaleHuge global engagement + events pull satisfaction back → Free Fire (6281 active, rating rebound)
HabitEnergy/dice loops keep players coming back → Monopoly Go (top activity, 4.04)
HybridBundles story + energy + ads at once → Gossip Harbor (merge, top-10 in 3 countries)
AdsBring them with ads, open the wallet with difficulty → Royal Match (#1 word ‘ads’, 3.83)
PressureBlock free progress to force spend → Whiteout (#1 grossing, last in satisfaction 2.69)

Where gacha sits

The six gacha titles sit on a slightly different axis. Like NIKKE and Arknights, they hold on a broad fanbase's affection, and satisfaction is generally upper-mid. Even when they fall, the cause comes from outside the content — the device (Zenless), operations (Epic Seven), the pull system (Blue Archive). Where casual shaves satisfaction with monetization design, gacha earns it with affection and loses it to accidents.

What happened next — only half the map showed up on the charts

This note was written in August 2026. Since then we have taken the Apple grossing charts once a week, five times, and counted how many of five readings × three countries = fifteen cells each of the six mapped titles occupied.

The six revenue modelscells in the top 15where
Royal Match광고형15 / 15kr·us·jp
Gossip Harbor혼합형15 / 15kr·us·jp
Whiteout Survival압박형15 / 15kr·us·jp
Candy Crush Saga신뢰형5 / 15us
MONOPOLY GO!습관형5 / 15us
Free Fire스케일형4 / 15us

The top three are all fifteen — inside the top 15 in all three countries at every reading. The bottom three are smaller numbers, and all of them are the US. It is not the model that differs; it is the country.

The seven gacha titles this note set on a different axis came to 2 cells out of 105 — Star Rail, twice, in Japan. This note said “high revenue does not mean high satisfaction.” Five more readings later, one more line can be added: high satisfaction does not mean you appear on the grossing chart either.

Six non-gacha titles: 59 of 90 cells. Seven gacha titles: 2 of 105.

Cells the map did not have — three more deep dives

Since this note, the deep dives have grown to 15. The three added since ask not how a game earns but what holds a place.

Pokémon GOevent-driven — all three countries rose on the same day
Kingshotwhat leaves is one game, not the publisher
Korea's idle triowhat holds the place is the genre, not the game

If the revenue models mapped how a game opens a wallet, these three map what leaves the chart. Whether it is the publisher, the genre or a single game differs every time.

Limits — Apple publishes only to 15th place, so we cannot see below it, and we read three countries. Of the same 225 cells, twelve entries could not be resolved to a name.

In short — models that earn while keeping satisfaction (trust, scale, habit) and models that earn by shaving it (ads, pressure) coexist on the same chart. Where to bet content and time narrows once you see which model a game runs. Durable types reward steady output; extractive types, event/rework windows; gacha, right after an incident. This week's rank moves continue in the weekly trend.
Note — This is an editorial opinion for content and market understanding, and is not financial or investment advice (stocks, securities, etc.). ‘Revenue model’ means how a game is designed to earn; underlying data follows each deep dive (Google-review estimates + Apple official-chart citations). No game images or verbatim reviews. Unofficial fan report, not affiliated with any game company.
How we grouped it — We classified the 12 deep dives' activity, satisfaction, low-star keywords and grossing ranks by how they earn. ‘Satisfaction’ is the direction of recent-review rating (estimate); revenue cites Apple's official charts (measured). Grouping is an editorial judgment on each game's design; Google metrics are estimates for relative/trend use.