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2015

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Documents about 2015

Cover of An Overview of Mobile Gaming in Asia, Part 1: South Korea
Article

An Overview of Mobile Gaming in Asia, Part 1: South Korea

South Korea's mobile gaming market was a niche segment until mid-2011, when the government dropped its requirement to review every game offered in localized app stores.

  • South Korea's mobile gaming market experienced a significant surge following the 2011 reversal of government regulations that previously restricted local app store access, with 2013 revenues projected to grow by 41% year-over-year.
  • The Kakao Games platform, integrated into the KakaoTalk messaging app, dominates the market, generating $51.6 million in its first three months and accounting for nine of the top ten grossing games on Google Play in South Korea.
  • Kakao Games utilizes a 70/30 revenue split with developers after platform fees, with Kakao taking an additional 30% of the remaining revenue for iOS transactions.
Mobile Dev MemoMar 2013
Cover of Considering the Sequel to Game Studies
Article

Considering the Sequel to Game Studies

This collection of essays, derived from the 2015 Extending Play: The Sequel conference at Rutgers University, examines the theoretical and material implications of sequence, iteration, and repetition within game studies.

  • Game studies must evolve beyond traditional academic binaries to critically analyze how game design and scholarship replicate systemic structures of power, patriarchy, and white supremacy.
  • The 2015 'Extending Play: The Sequel' conference at Rutgers University identified that game studies functions as a sequel to play studies, currently constrained by academic scarcity and industry pressures.
  • The #GamerGate controversy serves as a critical case study demonstrating that video games are deeply embedded within rigged systems of capital and ideological surveillance.
Journal of Games Criticism
Cover of Video Game Industry Latin America 2024
Article

Video Game Industry Latin America 2024

Latin America's video game market is large in audience but small in global revenue share and still dependent on imports.

  • The Latin American video game market generated $5.4 billion in revenue in 2019, representing less than 4% of the global market, despite Mexico and Brazil ranking 12th and 13th globally for gaming revenues.
  • Latin America possesses significant growth potential for its video game industry due to a large, young population (653.9 million inhabitants in 2020, with 32.7% aged 10-29) and a high number of gamers (252.6 million in 2019, exceeding North America).
  • The region was the fastest-growing digital games market globally in 2019, with an expected growth of +11.1%, driven by a rapidly increasing number of smartphone owners (projected to reach 690 million by 2024) and strong demand for mobile games (+50% users from 2017-2020).
GAMEducation
Cover of The Gaming Industry: A New Game of Growth
Article

The Gaming Industry: A New Game of Growth

The global games market is positioned as a rapidly expanding sector, with Newzoo projecting growth from USD151.9 billion in 2019 to roughly USD180.1 billion in 2021.

  • The global games market is projected to grow from USD151.9 billion in 2019 to approximately USD180.1 billion in 2021, with eSports revenue expected to reach USD1.5 billion by 2020.
  • Malaysia's gaming industry contributed USD100 million to its revenue in 2018 and is forecast to grow at a CAGR of 10.9% (2018-2023) to USD168 million by 2023, ranking 21st worldwide with USD633 million in total games revenue.
  • The Malaysian government, through the Ministry of Communications and Multimedia, recognizes gaming as one of ten key creative industries and has allocated RM10 million in Budget 2019 to develop eSports, aiming to make Malaysia a regional eSports hub.
MIDA
Cover of Mexico's Game Development Ecosystem
Article

Mexico's Game Development Ecosystem

Mexico's digital games ecosystem, as examined through a 2016 industry survey of professionals conducted in late 2015, is characterized as early-stage and uneven.

  • Mexico's digital games market was projected to generate $1.2 billion in revenue in 2015, an 18% increase from 2014, making it the 14th largest gaming market globally.
  • Over half of Mexico's population (53%), or 64.8 million users, were gamers by the end of 2015, representing a more than five-fold increase in 15 years.
  • Mobile gaming is dominant, with 7 out of 10 users playing on mobile devices, while consoles account for 35%, computers 19%, tablets 13%, and portable consoles 5%.
Article

Programa AEVI Forum 2015

The retrieved content is a download page on the Spanish Video Game Association (AEVI) website for the "Programa AEVI Forum 2015," a file created on 9 October 2015 and last updated on 13 October 2025.

  • The AEVI Forum 2015 program document is a restricted file requiring user authentication to access its specific contents.
  • The file was originally created on October 9, 2015, and received a system update on October 13, 2025.
  • The document is a 655.55 KB file hosted within the digital archive of the Asociación Española de Videojuegos (AEVI).
AEVI
Article

Publicaciones: DEV

This is the fourth page of the publications archive of DEV, the Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento, which catalogues the association's research reports on the Spanish video game development sector.

  • The 'Libro Blanco del Desarrollo Español de Videojuegos' is the primary annual reference for the Spanish game industry, aggregating data from over 100 studios to track employment, revenue, investment, and export performance.
  • DEV produces regional white papers for Catalonia (2016, 2018), Valencia (2018), and Andalusia (2019) to provide localized analysis of company composition, talent pipelines, and fiscal incentives.
  • Specialized publications such as 'Las 3D de la Financiación de Videojuegos' and 'Informe Incentivos Fiscales' provide targeted analysis on capital market dynamics and tax-related support for the sector.
DEV – Asociacion Espanola de Empresas Productoras y Desarrolladoras de Videojuegos
Cover of Le Guide du PEGI: France
Article

Le Guide du PEGI: France

Le Guide du PEGI, publié par le Syndicat des Éditeurs de Logiciels de Loisirs (SELL) en 2018, vise à expliquer au grand public le système de classification des jeux vidéo PEGI (Pan European Game Information).

  • The PEGI system is an industry-led classification framework officially recognized and homologated by the French Ministry of the Interior since December 2015.
  • The system currently operates across 38 European countries to provide standardized age ratings and content descriptors for video games.
  • The Interactive Software Federation of Europe (ISFE) developed the PEGI system to address concerns regarding content suitability for younger audiences.
SELL – Syndicat des Éditeurs de Logiciels de Loisirs
Cover of Mobile Game Market
Article

Mobile Game Market

Udonis's mobile game market topic page is a content hub from a mobile marketing agency, collecting its April 2026 articles on the mobile gaming industry.

  • Playrix has reached a significant milestone of over $12 billion in total revenue and 2.6 billion downloads as of 2026.
  • Playtika has generated more than $9.3 billion in revenue specifically through in-app purchases.
  • Outfit7 has achieved a massive scale in user acquisition, recording over 25 billion total downloads.
Udonis