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Cover of Virtual Reality Is Just That: A 5% Attach Rate Does Not Make a Platform
Article

Virtual Reality Is Just That: A 5% Attach Rate Does Not Make a Platform

The current state of the video game industry is defined by a significant period of transition, marked by structural layoffs at major publishers like Activision and EA despite record revenues.

  • Major publishers like Activision and EA are implementing structural layoffs as a strategic risk-mitigation measure ahead of a weak release slate and the next console generation.
  • Virtual reality remains a niche accessory rather than a platform, evidenced by PSVR’s 4.2 million units sold representing an attach rate of less than 5% of the PS4 install base.
  • Nintendo is shifting its retail strategy away from traditional physical retailers like GameStop—where its products account for 25% of revenue—toward digital partnerships like Twitch Prime.
SuperJoostApr 2019
Article

Deep Dive: Turning Around Your Game's Reviews, Post-Launch

This analysis examines the critical role of expectation management and post-launch support in rehabilitating a video game’s commercial and critical standing.

  • Long-term commercial success relies on aligning pre-launch marketing with actual gameplay to prevent the negative review cycles caused by mismatched player expectations.
  • Developers can rehabilitate a 'Mixed' Steam rating through transparent communication and iterative updates, as demonstrated by Robotality’s turnaround of the 2019 title Pathway.
  • Significant content expansions, such as the 'Adventures Wanted' update for Pathway, are necessary to address core gameplay loops and technical issues that drive negative sentiment.
GameDiscoverCoApr 2019
Cover of CES 2019 Consumer Electronics Show Report
Article

CES 2019 Consumer Electronics Show Report

The 2019 Consumer Electronics Show (CES) serves as a primary focal point for evaluating the current state of the technology and gaming sectors, characterized by a transitional "in-between" period lacking major consumer breakthroughs.

  • The gaming industry is shifting toward platform ownership and service-based revenue models, with major media and telecom firms like Verizon, Amazon, and NBC aggressively pursuing game streaming and ad-supported services.
  • Apple is strategically pivoting toward its services division, which currently accounts for only 15% of its total revenue, to mitigate vulnerabilities in its hardware-dependent ecosystem.
  • Bungie’s separation from Activision underscores the financial and marketing risks of independent publishing for aging franchises like Destiny within an increasingly saturated shooter market.
SuperJoostJan 2019
Cover of Industry Update: Q3 2018
Article

Industry Update: Q3 2018

This industry update provides a snapshot of the global interactive entertainment and media landscape during the third quarter of 2018.

  • Sony achieved record operating profits in Q3 2018, supported by total PlayStation 4 hardware sales reaching 82.2 million units.
  • Nintendo generated $1.51 billion in revenue, though analysts remain skeptical of the company's ability to meet its 20-million-unit annual sales target for the Switch.
  • Activision Blizzard experienced a 14% decline in Blizzard revenue, a downturn attributed to increased market competition from Fortnite.
SuperJoostAug 2018
Cover of Forget About Fortnite: Netflix Down, Ubisoft Up, Guerrilla Out
Article

Forget About Fortnite: Netflix Down, Ubisoft Up, Guerrilla Out

This analysis of the mid-2018 gaming and technology landscape examines the shifting dynamics of market share, specifically focusing on the disruptive impact of Fortnite.

  • Fortnite is cannibalizing the gaming market rather than expanding it, as evidenced by a 6% decline in total digital console sales when Fortnite revenue is excluded from the 49% year-over-year growth figure.
  • The rise of Fortnite has negatively impacted viewership for established esports titles, causing declines of 19% for League of Legends, 16% for Overwatch, and 51% for CS:GO in Q2 2018.
  • Ubisoft reported strong Q2 2018 financial performance with $663 million in revenue, largely driven by the success of Far Cry 5.
SuperJoostJul 2018
Cover of Has King Peaked?
Article

Has King Peaked?

King maintains a dominant position as a mobile gaming powerhouse, yet the company faces significant long-term strategic challenges.

  • King remains highly dependent on the Candy Crush franchise, which accounts for 68% of total revenue, with the original Candy Crush Saga alone contributing 46%.
  • While King’s gross revenue reached an all-time peak in May 2017, monthly installs have declined by approximately one-third compared to the previous year.
  • King has failed to produce a breakout hit since 2014, with newer releases like Bubble Witch Saga 3 and Farm Heroes Super Saga contributing only 7% of total revenue despite receiving significant cross-promotion.
Deconstructor of FunJul 2017
Cover of Toys-to-Life: Collectible Figures Take the Video Game World by Storm
Article

Toys-to-Life: Collectible Figures Take the Video Game World by Storm

The toys-to-life market segment, which integrates physical collectible figurines with digital video game content via near-field communication (NFC) technology, experienced significant growth in Germany during 2015.

  • The German 'toys-to-life' market segment experienced a 45% growth in sales revenue within a single year, rising from 31 million euros in the first nine months of 2014 to 45 million euros during the same period in 2015.
  • Total sales for the toys-to-life category in Germany reached 46.6 million euros in 2014, a figure that was nearly matched in just the first nine months of 2015.
  • The toys-to-life market is highly seasonal, with more than one-third of annual turnover generated during the Christmas holiday period.
game – Verband der deutschen Games-Branche e. V.Aug 2016
Cover of Facts and Figures about Games Industry in Nordic Countries
Article

Facts and Figures about Games Industry in Nordic Countries

The Nordic games industry serves as a prominent model for international development, characterized by significant economic growth, high-profile acquisitions, and robust government support.

  • The Finnish games industry experienced rapid growth between 2009 and 2015, with employment increasing from 1,020 to 2,700 jobs and annual turnover rising from €900 million to €2.4 billion.
  • Sweden dominates the Nordic games market, accounting for 36% of the region's total volume and value, followed by Norway at 25%, and Denmark and Finland at approximately 20% each.
  • High-profile acquisitions of Nordic firms include Microsoft’s €2.18 billion purchase of Mojang in 2014 and Activision Blizzard’s €5.15 billion acquisition of King.
FLEGA – Flemish Games AssociationMay 2016
Cover of Unpacking the $5.9BN King Acquisition Price
Article

Unpacking the $5.9BN King Acquisition Price

The $5.9 billion acquisition of King Digital by Activision Blizzard, announced in November 2015, represents a strategic move to diversify revenue streams and capture a significant mobile gaming audience.

  • Activision Blizzard acquired King Digital for $5.9 billion, representing a 20% premium on King's enterprise value and 8x its projected 2016 EBITDA.
  • Activision Blizzard funded $3.6 billion of the purchase price using offshore cash, allowing the company to avoid US repatriation taxes on the transaction.
  • The acquisition provides Activision Blizzard with access to King’s 330 million monthly unique users, 60% of whom are female, offering a strategic demographic expansion.
Mobile Dev MemoNov 2015
Cover of Discover Successful Live Ops Tactics in Mobile Gaming
Article

Discover Successful Live Ops Tactics in Mobile Gaming

Live Ops has solidified its position as the primary business model for the mobile gaming industry, serving as the essential framework for driving player engagement, long-term retention, and sustained monetization.

  • Revenue for 78% of the top 1,000 live ops games declined between the first half of 2024 and the first half of 2025.
  • Live Ops remains the dominant business model in mobile gaming, specifically utilized to optimize player engagement, retention, and monetization.
  • Standard tournament formats are utilized by 90% of top-performing puzzle games.
Sensor Tower