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Market (Overall) | Game Industry Library
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Market (Overall)
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Market (Overall)
Reports in the Market (Overall) category.
248 documents
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Report
18 pages
Key Insights Into UK Gamers
The UK is a major global gaming hub, ranking sixth in revenue and tenth in player population, with 71% of the population aged 10-65 identifying as game enthusiasts.
Engagement is evenly split between active players (36%) and those who both play and view gaming video content (35%).
Mobile gaming has the highest reach at 46%, followed by console (41%) and PC (29%), though PC and console users dedicate more time to gaming weekly.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2022
Report
40 pages
Unity Gaming Report 2022
Publishers operating across three or more genres generate up to 197% more daily revenue than those specializing in a single category, yet 76% of developers remain focused on a single genre.
The gaming industry saw a 93% increase in game creation and a 30% rise in total revenue in 2021, with hypercasual titles experiencing a 137% production surge and a 162% increase in in-app purchase revenue.
Industry consolidation reached record levels with $85 billion in acquisitions, while small indie studios continue to drive innovation by utilizing accessible tools and analytics.
Market Analysis
Game Development
Global
Unity
Jan 2022
Report
30 pages
Newzoo’s Games, Esports, Live Streaming, Cloud and the Metaverse
The Asia-Pacific and North American markets are currently tied for the global lead in game revenue at $42.6 billion each, with Asia-Pacific maintaining an 8.7% compound annual growth rate.
Cloud gaming is expanding rapidly as publishers use services like NVIDIA GeForce NOW to deliver AAA titles to legacy hardware, driven by semiconductor shortages and the need for broader platform reach.
Major publishers are pivoting away from explicit NFT branding due to significant player backlash and platform-level restrictions from companies like Valve, Apple, and Google, opting instead for less controversial 'NFT-like' monetization features.
Market Analysis
Esports
Streaming
+4
Newzoo
Jan 2022
Report
24 pages
Gaming Deals Activity Report: Q1'22 Supermassive Start of the Year
Total gaming industry deal value reached $15.2 billion across 262 transactions in Q1 2022, marking a significant contraction driven by a 90% drop in public offerings to $0.5 billion.
Blockchain-powered gaming saw a massive surge, accounting for $1.6 billion across 88 deals, representing an eleven-fold increase in deal count and a nineteen-fold jump in value year-over-year.
Mergers and acquisitions saw a 76% year-over-year decline in total value, though the period was defined by high-profile mega-deals including Microsoft’s $68.7 billion acquisition of Activision Blizzard and Take-Two’s $12.7 billion purchase of Zynga.
Investment
Mergers & Acquisitions
Market Analysis
+1
InvestGame
Jan 2022
Report
31 pages
State of the Game Industry 2022
PC remains the primary development platform for 63% of developers, while the PlayStation 5 is the leading console for current and future project cycles.
Industry interest in decentralized technologies is low, with over 70% of studios expressing no interest in cryptocurrency or NFTs and one-third of professionals predicting the metaverse will fail.
Workplace culture remains a critical challenge, as 62% of companies have failed to formally address reports of toxicity and misconduct, despite 60% of developers now working 40 hours or less per week.
Market Analysis
Diversity & Inclusion
Employment
+1
Game Developers Conference
Jan 2022
Report
21 pages
Newzoo’s Global Gamer Study 2022
Gaming has become a primary entertainment ecosystem for 79% of the global online population, with Gen Alpha prioritizing gaming over social media and streaming.
The gaming sector reached a projected consumer spend exceeding $200 billion in 2023, with approximately 50% of Millennials, Gen Z, and Gen Alpha actively spending money on games.
Gaming is increasingly used as a social platform, as 75% of players engage in game worlds for social interaction rather than playing the primary game mechanics.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2022
Report
22 pages
Newzoo Gen Z & Gen Alpha Report 2022
90% of Gen Alpha and Gen Z are game enthusiasts, significantly outpacing the 79% engagement rate found in the total online population.
Gaming is the primary entertainment source for Gen Alpha and a top-three source for Gen Z, competing directly with social networks and streaming services.
70% of Gen Z are interested in using virtual game worlds for social activities beyond gameplay, such as attending parties or watching movies, positioning them as the primary drivers of metaverse adoption.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2022
Report
31 pages
State of the Game Industry Report: 2022
Labor organization is gaining significant momentum, with 55 percent of developers supporting unionization and nearly 25 percent of workplaces actively discussing collective bargaining.
Work-life balance has improved, as 60 percent of developers now report working 40 hours per week or less.
Despite progress in working hours, a majority of studios have failed to effectively address internal reports of workplace toxicity and misconduct.
Market Analysis
Game Development
Employment
+5
GDC
Jan 2022
Report
68 pages
Mobile App Trends 2022: A Global Benchmark of App Performance
Mobile gaming remains the dominant sector, capturing 52% of total consumer spend and seeing a 32% increase in global installs.
The mobile economy reached record-breaking scale with $170 billion in consumer spending and $336 billion in projected ad spend.
Fintech experienced significant growth with a 34% rise in installs and 53% increase in sessions, though acquisition costs (eCPI) spiked from $1.05 to $3.40.
Market Analysis
Global
User Acquisition
+2
AppLovin
Jan 2022
Report
11 pages
Key Insights Into American Gamers
The U.S. gaming market generated $47.3 billion in revenue from 191 million gamers, representing 72% of the online population.
Engagement is driven by a mix of play and viewership, with 71% of the population playing games, 44% watching gaming content, and 18% engaging with esports.
Mobile is the most popular platform by reach at 48%, while console gaming commands the highest engagement at an average of six hours per week.
Player Demographics
Market Analysis
Player Behavior
+1
Newzoo
Jan 2022
Report
46 pages
The Metaverse, Blockchain Gaming, and NFTs: Navigating the Internet’s Uncharted Waters 2022
The metaverse and blockchain gaming have evolved into mainstream commercial forces, with major brands like Nike, Gucci, Samsung, and Louis Vuitton investing in virtual storefronts and digital real estate.
Virtual events are demonstrating massive scale, as evidenced by Ariana Grande’s Rift Tour and Justin Bieber’s Wave performance attracting millions of concurrent viewers.
Blockchain gaming is expanding through play-to-earn models, highlighted by Axie Infinity’s 3 billion gamers and Illuvium’s $72 million in funding, though long-term viability depends on engagement beyond speculative gains.
Metaverse
Blockchain
NFT
+2
Newzoo
Jan 2022
Report
18 pages
Consumer Insights: Games & Esports 2022
Gaming has become a primary entertainment ecosystem for 79% of the global online population, with Gen Alpha prioritizing gaming over social media and streaming video.
Consumer spending in the gaming sector is projected to exceed $200 billion in 2023, driven by a payer base that includes approximately 50% of Gen Alpha, Gen Z, and Millennial gamers.
Game worlds are increasingly used for social interaction rather than gameplay, with 75% of players and 44% of non-players utilizing these environments for non-gaming social engagement.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2022
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