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2015

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Documents about 2015

Cover of Nordic Game Sales 2015: Retail
Report27 pages

Nordic Game Sales 2015: Retail

The Nordic gaming market underwent a significant structural transition throughout 2015, characterized by a marginal contraction in physical retail volume and value as consumer behavior shifted toward digital distribution.

  • Eighth-generation console adoption drove significant software growth in 2015, with sales increasing by 135% for PlayStation 4 and 85% for Xbox One.
  • The Nordic gaming market experienced a structural shift in 2015 characterized by a marginal contraction in physical retail volume and value as consumers transitioned toward digital distribution.
  • Retail revenue was dominated by major franchises, specifically FIFA 16, Grand Theft Auto V, and Call of Duty: Black Ops III.
DataspelsbranschenOct 2015
Cover of Digital Spelförsäljning i Sverige: 2013-2015
Report14 pages

Digital Spelförsäljning i Sverige: 2013-2015

The Swedish digital gaming market experienced significant expansion between 2013 and 2015, characterized by a rapid shift toward digital distribution and increased monetization of the active player base.

  • The Swedish digital gaming market reached a total value of 3.3 billion SEK in 2015, marking a 34 percent year-over-year growth.
  • Revenue growth is driven primarily by a 26 to 35 percent increase in average revenue per paying user (ARPPU) rather than an increase in the conversion rate of active players.
  • PC gaming remains the largest market segment, accounting for over 50 percent of total revenue, followed by mobile games at one-third of the market.
DataspelsbranschenOct 2015
Cover of Essential Video Game News: Market Data and Consumption – France
Report40 pages

Essential Video Game News: Market Data and Consumption – France

The French video game market has entered a period of robust expansion, solidifying its position as the nation’s second-largest cultural industry.

  • The French video game market is projected to grow by 8% in 2015, supported by a 40% surge in eighth-generation console software sales through September.
  • Gaming has become a mainstream activity in France, with 53% of the population aged 10 to 65 now identifying as players.
  • The French gaming demographic has reached an average age of 35 and is approaching gender parity, marking a shift away from niche status.
SELLOct 2015
Cover of The 5 Factors Defining the Future of Esports
Report4 pages

The 5 Factors Defining the Future of Esports

The esports industry is currently undergoing a rapid evolution, with revenue per enthusiast projected to grow from $2.40 in 2015 to $4.63 by 2018.

  • Revenue per esports enthusiast is projected to nearly double, growing from $2.40 in 2015 to $4.63 by 2018.
  • Esports operates under a unique ownership model where game publishers hold the intellectual property, necessitating a growth strategy distinct from traditional sports.
  • The industry’s transition to a multibillion-dollar business is currently hindered by ambiguous media rights and a lack of standardized, globalized league hierarchies.
NewzooSep 2015
Cover of 10 Years of Funding and Networks: The Finnish Game Industry 2004-2014
Report11 pages

10 Years of Funding and Networks: The Finnish Game Industry 2004-2014

The Finnish game industry experienced exponential growth between 2004 and 2014, evolving from a niche sector into a cornerstone of the national economy.

  • The Finnish game industry’s annual turnover grew from 40 million euros in 2004 to 1.8 billion euros by 2014, accounting for nearly 20 percent of the nation's total ICT sector turnover.
  • Industry employment expanded from 600 to 2,500 workers over the decade, demonstrating the high-productivity potential of an intellectual property-focused, born-global business model.
  • Public funding through the Tekes Skene program provided 67 million euros in total support between 2004 and 2014, with 28 million euros specifically allocated between 2012 and 2015.
Neogames FinlandAug 2015
Cover of Libro Blanco del Desarrollo Español de Videojuegos 2015
Report12 pages

Libro Blanco del Desarrollo Español de Videojuegos 2015

The 2015 Libro Blanco del Desarrollo Español de Videojuegos serves as a comprehensive industry analysis detailing the economic performance and growth trajectory of the Spanish video game development sector.

  • The Spanish video game industry reached a total turnover of 413 million euros in 2014, marking a 31% year-over-year increase.
  • Market revenue is highly concentrated, with 50% of total industry turnover generated by only 5% of the companies.
  • Employment within the sector grew by 28% in 2014 compared to the previous year.
DEV – Asociación Española de Empresas Productoras y Desarrolladoras de VideojuegosJul 2015
Cover of White Paper on Video Game Development in Spain 2015: Executive Summary
Whitepaper15 pages

White Paper on Video Game Development in Spain 2015: Executive Summary

The 2015 White Paper on Video Game Development in Spain provides a comprehensive analysis of the national gaming industry, detailing its rapid expansion, economic impact, and structural characteristics.

  • The Spanish video game industry generated 412.4 million euros in 2014, marking a 31% year-over-year increase with projections to reach one billion euros by 2018.
  • Digital distribution dominates the sector, accounting for 90% of total turnover through direct downloads and free-to-play business models.
  • The industry is highly internationalized, with 56% of total revenue derived from foreign markets, primarily in Europe and North America.
U-tadJul 2015
Cover of Essential Video Game News: France & Europe (June 2015)
Report52 pages

Essential Video Game News: France & Europe (June 2015)

The European video game industry experienced a significant turning point in mid-2015, marking its first period of sustained growth since 2008.

  • As of mid-2015, the European video game industry achieved its first period of sustained growth since 2008, driven by eighth-generation console adoption and digital business model transitions.
  • While the European physical market saw a 0.7 percent decline in value and a 2 percent drop in volume through May 2015, the software sector grew by 4 percent in value.
  • The industry is successfully offsetting traditional retail volatility by integrating digital ecosystems, prepaid cards, and interactive gaming toys.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsJun 2015
Cover of Finnish Game Industry Report 2014
Report116 pages

Finnish Game Industry Report 2014

The Finnish game industry in 2014 is a young, fast-growing, mobile-dominated sector that has moved from hobbyist origins to global prominence.

  • The Finnish game industry experienced explosive growth in 2014, with turnover reaching approximately €1.8 billion, a 100% increase from the previous year, though accounting practice changes affect direct comparability.
  • The industry's turnover per employee significantly increased, from €75,850 in 2008 to €720,000 in 2014, largely due to digital distribution and the Free-to-Play (F2P) model in mobile games.
  • Employment in the Finnish game industry has grown steadily, reaching 2,500 people in 2014, up from 1,147 in 2008.
Neogames FinlandMar 2015
Cover of Essential Video Game News: Market, Consumption and Use (February 2015)
Report27 pages

Essential Video Game News: Market, Consumption and Use (February 2015)

The French video game industry experienced a significant resurgence in 2014, marking its first period of growth since 2008 with a 3% increase in total market value.

  • The French video game market grew by 3% in 2014, marking its first period of growth since 2008.
  • Eighth-generation consoles are the primary market driver, currently accounting for 89% of the total console market value.
  • Video games have achieved high social penetration in France, with 75% of the population playing regularly and 78% viewing gaming as a family-oriented activity.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsFeb 2015
Cover of Methods for Analyzing Let's Plays: Context Analysis for Gaming Videos on
Report42 pages

Methods for Analyzing Let's Plays: Context Analysis for Gaming Videos on

This methods guide presents a six-question context-analysis matrix (who, what, when, where, why, how) for studying Let's Play videos on YouTube, adapted from the historical-critical method.

  • The report argues that context analysis must precede content analysis of Let's Play videos, using a six-question matrix (who, what, when, where, why, how) adapted from the historical-critical method.
  • Context for gaming videos operates on three levels: the game itself, the Let's Play video and its channel, and the accompanying comment section.
  • Archiving is treated as a prerequisite for this research, because games, software, hardware, video files, channel pages, and comments can change or disappear, and standard mirroring tools alter original web content in ways that undermine scholarly reliability.
gamevironmentsJan 2015
Cover of Current Key Perspectives in Video Gaming and Religion
Report17 pages

Current Key Perspectives in Video Gaming and Religion

This special issue, edited by Gregory Grieve, Kerstin Radde-Antweiler, and Xenia Zeiler and published in 2015, brings together a series of theses from scholars across religious studies, media studies, and game studies to map current thinking about the relationship between video games and religion.

  • Religious studies should take video games seriously because, like religions, games construct ordered worlds that shape how people understand reality, identity, and community.
  • Using Minecraft as its central case, the essay argues that the game's emphasis on construction, rule-based coherence, and open-ended creativity offers players a form of respite from a chaotic world.
  • Fan practices, online communities, and religiously inflected creative works extend Minecraft's influence into offline life, as illustrated by a Christian Let's Play series and a Catholic blogger's use of in-game metaphors.
gamevironmentsJan 2015