On the rise? It is easily the fastest growing video game market, accounting for over half of the entire market. Its easy to see why as they function almost entirely on psychological techniques to induce addictive behavior and extremely low cost to function.
These “unique casual games” market almost exclusive to the under 20 years old demographic because of the lack of impulse control, controlling gamers as consumers and rely on the money received by people who have gambling problems.
“Genuine fun” doesn’t apply when almost all functionality of the game relies on monetary input for no realistic rewards, and instead feeds into compulsive behaviors. It is either that or it the game itself is used as a marketing accessory to a game on the console/PC market a la fortnite, etc. To extend gameplay hours that will lend to further spending and gambling.
Outside of some basic puzzle games with ads, all mobile games should be viewed with suspicion and distrust. Microtransactions have already proven to be huge financial windfalls for developers and have made it into almost every AAA game released in the past few years. Lootboxes are gambling, and competitive MMO is basically the horse race of the digital world.
Honestly this post feels like it was written in 2005 - we are well past the age of mobile gaming taking over the gaming industry.