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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
30 pages
Mobile Game Genre Report: Comparing & Contrasting Eastern and Western Markets
Role-playing games (RPGs) dominated the 2020 mobile market with $18.5 billion in revenue, representing over 21% of the global market share.
East Asian markets (China, Japan, and South Korea) drive RPG financial performance, accounting for 72% of the genre's total global earnings.
Successful RPG monetization is shifting toward hybrid models, as 83% of players are receptive to opt-in rewarded video ads alongside traditional gacha mechanics and battle passes.
Market Analysis
Mobile
RPG
+1
Newzoo
Jan 2021
Report
9 pages
State of the Stream December/2020 Year in Review
Twitch maintained market dominance in 2020, with the 'Just Chatting' category becoming the most-watched content segment at 1.9 billion hours.
Valorant was the most successful new release of 2020, accumulating 737 million hours watched with a single-month peak of 334 million hours in April.
Established titles remained central to viewership, with League of Legends and Fortnite generating 1.4 billion and 904 million hours watched, respectively.
Streaming
Market Analysis
Global
StreamElements
Dec 2020
Report
11 pages
Q1‑Q3 2020: Recap of the Investment Activity in the Video Game Market
The gaming industry demonstrated strong resilience in 2020, with a July rebound leading to 100 transactions worth approximately $2.78 billion in private investment.
M&A activity was significant, with the PC and console segment reaching $10.5 billion in value, largely driven by Microsoft’s $7.5 billion acquisition of ZeniMax.
The mobile gaming segment led in deal volume with 41 transactions totaling $4.6 billion, supported by ongoing consolidation from strategic buyers like Tencent, Embracer Group, and Stillfront Group.
Investment
Mergers & Acquisitions
Market Analysis
+1
InvestGame
Sept 2020
Report
29 pages
2020–2022: The Most Exciting Time in the Gaming Industry
M&A activity reached a historic peak in 2022 with $37.7 billion in closed deals, representing a 199% increase over 2021, largely driven by major consolidations like Take-Two’s acquisition of Zynga.
Public offerings for gaming companies collapsed in 2022, with an 82% decline in value as IPO and SPAC windows effectively closed due to macroeconomic headwinds.
Private investment value fell by 16% in 2022 following a doubling of investment the previous year, signaling a shift toward a more disciplined, cooling market.
Market Analysis
Mergers & Acquisitions
Investment
+1
InvestGame
Jan 2020
Report
33 pages
The Past, Present and Future of Games
The gaming industry is experiencing significant growth, evidenced by a 29% increase in PC game revenue and a 19.6% rise in mobile downloads in 2020, with total consumer spend projected to grow by 21% in 2023.
Gaming is increasingly defined by social integration, with 45% of U.S. gamers aged 10–30 utilizing social features during gameplay.
Streaming viewership has surged, as evidenced by a fivefold increase in hours watched on Twitch and YouTube between 2018 and 2019, led by dominant titles like Fortnite, League of Legends, and Genshin Impact.
Market Analysis
Player Behavior
Esports
+1
Newzoo
Jan 2020
Report
31 pages
2020 Global Games Market Report
The global games market generated $159.3 billion in 2020, a 9.3% year-on-year increase, with projections to exceed $200 billion by 2023.
Mobile gaming is the industry's dominant segment, accounting for $77.2 billion or 48% of total global revenue.
The Asia-Pacific region is the primary market hub, generating $78.4 billion, while the Middle East and Africa represent the fastest-growing geographic regions.
Market Analysis
Market Forecast
Player Behavior
+1
Newzoo
Jan 2020
Report
4 pages
Game Developer Index: Sweden 2020
The Swedish game industry generated EUR 2.29 billion in revenue in 2019, marking a 23 percent year-over-year increase and the eleventh consecutive year of sector-wide profitability.
Investment activity surged significantly, with 39 transactions totaling over EUR 400 million in 2019, followed by 21 transactions valued at EUR 1 billion between January and October 2020.
The industry workforce grew to 8,578 full-time positions by the end of 2019, with 5,599 of those employees based in Sweden and women representing 22 percent of the total headcount.
Market Analysis
Employment
Mergers & Acquisitions
+2
Dataspelsbranschen
Jan 2020
Report
28 pages
InvestGame Deals Report 2020 – Game M&A
The 2020 gaming market hit a record $33.6 billion in total transaction value across 664 deals, driven by $15.1 billion in public offerings and $12.6 billion in M&A activity.
Tencent, Embracer, Stillfront, and Zynga emerged as the dominant market forces, collectively accounting for 60% of the total M&A value.
The United States led the global market by capturing 36% of total deal value and hosting four of the year's top-10 largest transactions.
Mergers & Acquisitions
Investment
Market Analysis
+1
InvestGame
Jan 2020
Report
14 pages
Europe and Esports: High Engagement and Even Higher Potential
The European esports market is projected to reach 92 million viewers by the end of 2020, with a 7.4% year-over-year growth rate.
Global esports revenue is forecasted to climb from €974 million in 2020 to €1.6 billion by 2023, with Europe following a similar growth trajectory.
Esports engagement is not limited to the youngest demographic, as the 21–25 age group currently leads in enthusiast participation compared to the 18–20 cohort.
Esports
Player Demographics
Monetization
+1
PayPal
Jan 2020
Report
11 pages
Investment Activity Report Q1–Q3 2020
The global gaming industry saw $27.5 billion in total deal value across 1,000 transactions during the first nine months of 2020, with gaming-specific deals accounting for $15.3 billion.
M&A activity was defined by large-scale consolidation, led by Microsoft’s $7.5 billion acquisition of ZeniMax and Zynga’s $2 billion purchase of Peak Games, with Tencent, Zynga, and Microsoft collectively exceeding $11 billion in deal value.
Public offerings were the primary driver of capital, generating $9.2 billion from 51 IPOs and PIPEs, while private venture investments contributed $4.7 billion across 254 rounds.
Investment
Funding
Mergers & Acquisitions
+2
InvestGame
Jan 2020
Report
22 pages
2020 Year in Review: Digital Games and Interactive Media
The global digital games and interactive media industry grew 12% year-over-year in 2020, reaching $126.6 billion in total revenue.
Free-to-play titles dominated the market, accounting for 78% of total digital revenue, primarily driven by mobile gaming in Asian markets.
Premium game sales experienced the fastest growth at 28%, bolstered by high-profile releases such as Animal Crossing: New Horizons and Call of Duty: Modern Warfare.
Market Analysis
Global
Mobile
+4
SuperData
Jan 2020
Report
33 pages
The Past, Present and Future of Games: Global and Local Opportunities
The global gaming market has reached a scale of 2.7 billion gamers, with 1.3 billion active spenders driving the industry's evolution into a major economic force.
Mobile gaming is the industry's dominant segment, currently accounting for 49% of global consumer revenues.
Cloud gaming is a significant growth area, projected to generate $4.8 billion in revenue by 2023 through infrastructure investments from Microsoft, NVIDIA, and Tencent.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2020
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