Mobile Game Audio-Off Play Rate Statistics (2026): 40+ Data Points on Muted Play, Multitasking, and Ad Audio

Mobile game audio-off play rate statistics 2026: only 8% of gamers in a TapResearch survey play with sound on. Data on muting, multitasking, subtitles and ad audio.

Only 8% of mobile gamers in a 2,400-person TapResearch survey said they play with game sound on, and a GDC 2024 talk by King’s Head of Audio starts from the premise that casual games have up to around 50 percent of players who do not play with audio on. The habit has a clear driver: only 20% of mobile gamers are fully engaged with the game, while the rest are multitasking, most often in front of a TV (LoopMe PurchaseLoop Research 2022). That matters for a market where mobile generated $113.3bn in 2025 (Newzoo, reported by PocketGamer.biz 2026), and it reshapes everything from where game audio budgets go to how rewarded ads are built. We aggregated data from TapResearch, King, YouGov, Ubisoft, AP-NORC, Unity, Google, AppLovin, Verizon Media and Publicis Media, TVB, and peer-reviewed studies in Applied Sciences and JMIR Serious Games.

TL;DR

  • Only 8% of surveyed mobile gamers say they play with game sound on (TapResearch, Sound Preferences Survey 2022).
  • Casual games have up to around 50 percent of players who do not play with audio on (King, GDC 2024 Audio Summit).
  • Only 20% of mobile gamers are fully engaged with the game; the other 80% multitask (LoopMe, PurchaseLoop Research 2022).
  • 20% of US mobile gamers play during their commute or on mass transit (YouGov, survey of 600 US mobile gamers 2025).
  • High-quality, unique sound design raised lifetime value by an average of ten percent in hypercasual games (Azur Games 2022, company data).
  • 60% of Assassin’s Creed Origins players turned subtitles on, and 70% on PC (Ubisoft 2018).
  • One third of US adults always or often use subtitles for TV and movies (AP-NORC poll, August 2025).
  • 44% of US players would very likely stop playing a mobile game over a poor ad experience (Unity, Ad Experience Customer Survey 2025).
  • 80% reacted negatively when feed mobile video ads played loudly without warning (Facebook internal data, 2015).
  • 38% of US respondents watched TV with the video on and the speaker off in the past two months (TVB, Video Media Devices and Usage Study 2025).

1. How Often Mobile Games Are Played With the Sound Off

The honest answer is that nobody publishes a clean, current, industry-wide mute rate. What exists are three very different lenses: a self-reported survey, a studio’s view from inside one of the biggest casual franchises, and old device analytics. Read together, they show a direction more than a number: only 8% of gamers in the TapResearch survey said they play with game sound on, King puts the muted share of casual audiences at up to around half (GDC 2024 session listing), and one hypercasual publisher reports that more than half of its users turn the sound on at some point.

The gap between those figures is mostly about definitions. “Ever turns sound on”, “sound on right now” and “volume above 10%” are different questions, and the 2013 Appington numbers (volume measured by an analytics SDK, a piece of code inside the game that reports device settings) were collected long before today’s always-on second screens. Most recent available data for the analytics view: Appington, 2013.

MetricValueSource
Mobile gamers who say they play with game sound on8% (survey of 2,400 people)TapResearch, Sound Preferences Survey 2022
Players of casual games who do not play with the audio onUp to around 50 percentKing (Dominique Devoucoux), GDC 2024 Audio Summit session
Hypercasual players who turn the sound on during their gamingMore than halfAzur Games, sound design analysis 2022 (company’s own data)
Players worldwide with device volume at 10% or higher while gaming73%Appington analytics, reported by TouchArcade 2013
Players in the US playing with sound on78%Appington analytics, reported by TouchArcade 2013
Players in the UK playing with sound on58%Appington analytics, reported by TouchArcade 2013
Players in China and Korea playing with sound on90%Appington analytics, reported by TouchArcade 2013
Mobile games downloaded per minute in 202595,000Sensor Tower, State of Gaming 2026 press release

Context note: the 2013 figures come from TouchArcade’s November 5, 2013 report, which does not describe sample size or collection method, so treat them as a historical baseline only. Sensor Tower’s State of Gaming 2026 release is included for scale: even a minority muted share is a very large number of sessions.

2. Why Players Mute: Multitasking, Second Screens and Public Places

Muting is less a verdict on game audio than a consequence of where mobile play sits in the day. Only 20% of mobile gamers are fully engaged when they play; everyone else is doing something at the same time, and the most common companion is television (LoopMe PurchaseLoop Research 2022, survey page, results reported by PocketGamer.biz). The survey covered 5,468 consumers in the UK, 6,192 in the US and 6,680 in Singapore from October 13 to October 17, 2022. When a TV, a podcast or a playlist owns the speaker, the game’s soundtrack is the first thing to go.

Location adds a social reason. One in five US mobile gamers plays on public transport (YouGov, September 2, 2025), where sound is either rude or impossible to hear. The 2013 analytics data also found only 3% of players wearing headphones, which suggests that, at least then, the alternative to the speaker was silence rather than earbuds.

MetricValueSource
Mobile gamers fully engaged with the game (doing nothing else)20%LoopMe, PurchaseLoop Research 2022 (18,340 consumers)
Multitasking mobile gamers who watch TV while playing43%LoopMe, PurchaseLoop Research 2022
Multitasking mobile gamers who watch TV while playing, by marketUS 52%, UK 48%, Singapore 28%LoopMe, PurchaseLoop Research 2022
Multitasking mobile gamers in Singapore who listen to music while playing23%LoopMe, PurchaseLoop Research 2022
Gamers who listen to music or watch TV while playing60%+TapResearch, Sound Preferences Survey 2022
US mobile gamers who play during their commute or on mass transit20%YouGov, survey of 600 US mobile gamers 2025
Players worldwide who play with headphones in3%Appington analytics, reported by TouchArcade 2013

Outlier note: Singapore is the market where TV is least likely to compete with the game (28%) but music is most likely to (23%), so the reason for muting differs by country even when the outcome is the same. The YouGov figures are self-reported, and the survey notes that some gamers may not have felt comfortable admitting to some of their play locations.

3. What Sound-Off Play Means for Game Audio Design and Revenue

If half or more of a casual audience is muted, the business question is whether sound still pays for itself. The best public numbers say it does, through the players who do listen. Azur Games reported that high-quality, unique sound design increases LTV by an average of ten percent across its hypercasual titles. LTV (lifetime value) is the total revenue a player generates over their time in the game, and in the State.io case study the same work added sixty seconds of average playtime (PocketGamer.biz, September 15, 2022).

Lab evidence points the same way. In a 2024 study in Applied Sciences, people played League of Legends under four sound conditions; in the second experiment, character sounds (sounds from the avatar’s own actions) had a significant effect on immersion, avatar identification and fun, while the effect of ambient sound on flow was only a non-significant trend (Haehn, Schlittmeier and Böffel, 2024). The 2022 survey in section 1 adds a monetization angle: muted players skew toward non-spenders. For studios, the implication is to treat audio as a feature that has to earn the unmute, which is the exact framing of King’s GDC 2024 talk.

MetricValueSource
Average lifetime value (LTV) increase from high-quality, unique sound design10%Azur Games, sound design analysis 2022 (company’s own data)
LTV increase in State.io after adding a sound designer7-10%Azur Games, State.io case 2022 (company’s own data)
Average playtime change in State.io after the sound work+60 secondsAzur Games, State.io case 2022 (company’s own data)
Day-1 retention (R1, share of players who come back the next day) and day-7 retention (R7) changes in State.ioR1 increased by 2 percent, R7 rose by 0.5 percent, as reportedAzur Games, State.io case 2022 (company’s own data)
Gamers who rarely or never have sound on who have never made an in-game purchase58%TapResearch, Sound Preferences Survey 2022
Effect of character sounds on immersion, avatar identification and fun (experiment 2, N = 32)SignificantHaehn, Schlittmeier and Böffel, Applied Sciences 2024
Global mobile games revenue in 2025$113.3bn, up 10.7% year on yearNewzoo, reported by PocketGamer.biz June 2026

Context note: the 2022 sound preference survey behind the 58% figure also found that simulation players and players with longer, more frequent sessions are more likely to keep sound on, while puzzle and casual players and older players are less likely to. The 58% figure shows a correlation, not proof that muting causes lower spending. The revenue figure is from PocketGamer.biz’s June 19, 2026 summary of Newzoo’s market update.

4. Subtitles, Captions and Haptics: Designing for the Muted Player

When sound is optional, information carried only by sound is at risk. Subtitles are the most direct fix, and players use them in large numbers: 60% of Assassin’s Creed Origins players turned subtitles on, rising to 70% on PC (Ubisoft, May 17, 2018). Most recent available data for a large publisher’s subtitle usage: Ubisoft, 2018.

Viewing data outside games explains why. AP-NORC found that one third of US adults always or often use subtitles for TV and movies, and younger adults are far more likely than older adults to cite a noisy environment or multitasking, which are the same conditions that mute a phone game (AP-NORC, September 2025). Hearing loss is the other driver: the WHO projects that by 2050 nearly 2.5 billion people will have some degree of hearing loss, and that over 1 billion young adults are at risk of permanent, avoidable hearing loss from unsafe listening (WHO fact sheet, March 3, 2026). Haptics (vibration feedback from the phone’s motor) is the second non-audio channel, and the early research is about stated preferences rather than measured outcomes; our haptic and tactile audio roundup covers the hardware side.

MetricValueSource
Assassin’s Creed Origins players who turned subtitles on (all platforms)60%Ubisoft, accessibility feature 2018
Assassin’s Creed Origins players on PC who turned subtitles on70%Ubisoft, accessibility feature 2018
US adults who always or often use subtitles for TV or moviesOne thirdAP-NORC poll, August 21-25, 2025 (1,182 adults)
Subtitle users who cite a noisy environment, adults under 45 vs adults 45 and older40% vs 25%AP-NORC poll, August 2025
Subtitle users who cite multitasking, adults under 45 vs adults 45 and older30% vs 19%AP-NORC poll, August 2025
Consumers in five markets who use subtitles at least sometimes, while 81% report no hearing difficulty80%XR Extreme Reach, Global Accessibility Report 2026 (3,000 consumers)
Older adults who liked the slight haptic feedback mode in mobile card games63.2% (158/250)Huang, Mohamad Ali and Sahrani, JMIR Serious Games 2025
Older adults who believed haptic feedback could reduce their reliance on visual information73.6% (184/250)Huang, Mohamad Ali and Sahrani, JMIR Serious Games 2025

Context note: the haptics study surveyed 250 adults in Dangtu County, Anhui Province, China, between October and December 2024 (JMIR Serious Games via PMC); it measures attitudes, not gameplay results. XR Extreme Reach is an advertising platform, so its survey is a vendor’s own research (CSI Magazine, May 21, 2026).

5. Ad Audio: Rewarded and Video Ads in a Muted Environment

Ads are where muted play collides with money. Rewarded ads (video ads a player chooses to watch in exchange for an in-game reward) and interstitials (full-screen ads between levels) are built as video, yet they land in sessions where the player may have the sound off, or may be listening to their own music. Consumer research has been consistent on unrequested sound: the Coalition for Better Ads tested 104 ad experiences with more than 25,000 consumers, and auto-play video ads with sound fell below its standard on both desktop and mobile web (News Media Alliance, March 22, 2017).

The cost of getting it wrong is churn: 44% of US players say they would very likely stop playing a mobile game because of a poor ad experience (Unity, August 27, 2025). The plumbing also matters. In Google’s SDK, an app that reports itself as muted stops receiving the video ads that are not eligible to run muted (Google AdMob documentation), and AppLovin’s mediation docs (mediation is software that picks which ad network fills each slot) warn that muting ads may result in lower ad revenue and that the mute state must be set before ads load (AppLovin MAX documentation). Muted-friendly creative, with captions and clear visuals, is the practical answer.

MetricValueSource
Ad experiences tested on desktop and mobile web by more than 25,000 consumers104Coalition for Better Ads, Initial Better Ads Standards 2017
Mobile web ad experiences that fell below the standard (including auto-play video ads with sound)12Coalition for Better Ads, Initial Better Ads Standards 2017
People who react negatively when feed-based mobile video ads play loudly without warning80%Facebook internal data, January 2015 (reported by B&T)
Average increase in video view time for captioned video ads12%Facebook, reported by B&T at the launch of automated captions for video ads
US players who would very likely stop playing a mobile game due to a poor ad experience44%Unity, Ad Experience Customer Survey July 2025 (2,200 respondents)
US players who would very likely uninstall a mobile game due to a poor ad experience47%Unity, Ad Experience Customer Survey July 2025
Ad volume range an app can report to the Google Mobile Ads SDK0.0 (silent) to 1.0 (current device volume)Google AdMob developer documentation
UK viewers who say subtitles make them pay more attention to ads (18-24-year-olds)34% (49%)XR Extreme Reach, Global Accessibility Report 2026

Context note: the Facebook figures are the company’s own and come from B&T’s report; most recent available data for this measure: Facebook, 2015. The Coalition research covered web pages in North American and European markets, not in-app game ads, so it describes attitudes to unrequested sound rather than rewarded video specifically.

6. Comparable Sound-Off Data From Mobile Video and TV (Not Game-Specific)

Because game-specific mute data is thin, mobile video is the closest comparable, and this section is clearly labelled as video and TV viewing, not gameplay. The pattern matches the game data: 92% of US consumers view videos with the sound off on mobile (Verizon Media and Publicis Media 2019, the most recent available data, reported by NextTV and StreamingMedia). The reasons respondents gave (a quiet space, no headphones, waiting in line, multitasking) are the same ones that silence a phone game.

The newest number shows the habit spreading to the living room. TVB found that 38% of respondents had watched TV with the video on and the speaker off in the past two months, more so among adults 18-34 (Advanced Television, November 14, 2025). For game teams, that is a warning that the TV playing in the background of a mobile session may itself be silent, so the absence of game sound is not always about competing audio. Our short-form video caption roundup tracks the captioning side of the same shift.

MetricValueSource
US consumers who view videos with the sound off on mobile92%Verizon Media and Publicis Media survey 2019 (reported by NextTV)
US adults who watched video with the sound off in public areas69%Verizon Media and Publicis Media survey 2019 (5,616 US adults aged 18 to 54)
US adults who watch videos with no sound even in private25%Verizon Media and Publicis Media survey 2019
Caption users who do not have a hearing impairment80%Verizon Media and Publicis Media survey 2019
Consumers more likely to watch an entire video when captions are available80%Verizon Media and Publicis Media survey 2019
Consumers who say captions are important because they often watch videos with no audio50%Verizon Media and Publicis Media survey 2019
US respondents who watched TV with the video on and the speaker off in the past two months38%TVB, 2025 Video Media Devices and Usage Study (5,000+ respondents, GfK/NIQ)

Context note: the sample size and the public-versus-private split come from StreamingMedia’s May 20, 2019 report; the original study page now redirects to a corporate homepage and could not be read.

Summary: Mobile Game Audio-Off Play Rate by the Numbers

MetricValueSource
Mobile gamers who say they play with game sound on8%TapResearch, Sound Preferences Survey 2022
Casual game players who do not play with the audio onUp to around 50 percentKing, GDC 2024 Audio Summit
Players worldwide with device volume at 10% or higher (historical baseline)73%Appington analytics, 2013
Mobile games downloaded per minute in 202595,000Sensor Tower, State of Gaming 2026
Mobile gamers fully engaged with the game20%LoopMe, PurchaseLoop Research 2022
US mobile gamers who play on public transport20%YouGov 2025
Average LTV increase from high-quality sound design10%Azur Games 2022 (company’s own data)
Global mobile games revenue in 2025$113.3bnNewzoo, via PocketGamer.biz 2026
Assassin’s Creed Origins players who turned subtitles on60% (70% on PC)Ubisoft 2018
US adults who always or often use subtitlesOne thirdAP-NORC, August 2025
Consumers in five markets who use subtitles at least sometimes80%XR Extreme Reach 2026
Older adults who liked slight haptic feedback in mobile card games63.2%JMIR Serious Games 2025
Mobile web ad experiences below the Better Ads Standard12Coalition for Better Ads 2017
US players who would very likely stop playing over a poor ad experience44%Unity, Ad Experience Customer Survey 2025
US players who would very likely uninstall over a poor ad experience47%Unity, Ad Experience Customer Survey 2025
People reacting negatively to loud, unexpected feed video ads80%Facebook internal data, 2015
US consumers who view videos with the sound off on mobile92%Verizon Media and Publicis Media 2019
US respondents who watched TV with the speaker off in the past two months38%TVB 2025

Methodology and Sources

Last updated: November 7, 2026. We update this roundup quarterly, and the next refresh is expected when Sensor Tower publishes its State of Gaming 2027 report.

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