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Cover of COVID's Impact on Mobile Game Market Share and Revenues: Japan
Article

COVID's Impact on Mobile Game Market Share and Revenues: Japan

This analysis examines the impact of the COVID-19 pandemic on the Japanese mobile gaming market by comparing in-app purchase (IAP) revenues from the top 500 iOS games between the second quarter of 2019 and the second quarter of 2020.

  • The Japanese mobile gaming market saw a decline in the Mid-Core category during Q2 2020, driven by revenue dips in major RPG titles like Puzzles & Dragons and Granblue Fantasy.
  • RPG remains the dominant genre in Japan, with Puzzle RPGs and Turn-based RPGs (TBRPGs) collectively accounting for 40% of the market.
  • Konami emerged as the top publisher in Japan during Q2 2020, achieving a 1.65% increase in market share and $16.5 million in revenue growth.
GameRefinerySep 2020
Cover of How Did Covid-19 Affect Mobile Game Market Share & Revenues in the US?
Article

How Did Covid-19 Affect Mobile Game Market Share & Revenues in the US?

This analysis examines the impact of the COVID-19 pandemic on the United States mobile gaming market by comparing in-app purchase (IAP) revenue and market share data between the second quarter of 2019 and the second quarter of 2020.

  • Roblox Corporation, Activision, and Moon Active were the top-performing publishers in Q2 2020, with Roblox Corporation seeing the largest gains in both market share and revenue.
  • Simulation games experienced significant growth during Q2 2020, increasing their market share by 3.75% and generating nearly $80 million in additional earnings.
  • Casual and Casino categories increased their revenue market share at the expense of Mid-core and Sports categories, though total revenues grew across nearly all categories.
GameRefineryAug 2020
Cover of Microsoft Reportedly Interested in Acquiring Warner Bros. Interactive
Article

Microsoft Reportedly Interested in Acquiring Warner Bros. Interactive

This report examines two distinct developments within Microsoft’s gaming division, focusing on corporate acquisition interests and internal technological innovation.

  • In July 2020, Microsoft was reported to be among the potential bidders for AT&T's Warner Bros. Interactive Entertainment (WBIE) gaming division, which was valued at approximately $4 billion.
  • Potential acquisition of WBIE would not automatically include major intellectual property rights such as Harry Potter or DC Comics, as those licenses are held by third parties and would require separate commercial agreements.
  • Other companies reportedly interested in acquiring the WBIE division in 2020 included Take-Two Interactive, Electronic Arts, and Activision Blizzard.
Game World ObserverJul 2020
Cover of Video Game Industry Impact: Texas
Article

Video Game Industry Impact: Texas

The video game industry serves as a significant economic engine within Texas, fostering a robust ecosystem of development and innovation.

  • The Texas video game industry generates over $4.15 billion in annual economic output for the state.
  • The local video game ecosystem in Texas supports a total of 24,972 jobs.
  • There are more than 192 video game company locations currently operating within Texas.
Entertainment Software AssociationJul 2020
Cover of Video Game Industry Impact: New York
Article

Video Game Industry Impact: New York

The video game industry serves as a significant economic engine for New York, contributing substantially to the state’s financial health and labor market.

  • New York’s video game industry generates over $2.06 billion in annual economic output for the state.
  • The local video game ecosystem in New York supports 11,062 jobs.
  • There are more than 141 video game company locations operating within New York.
Entertainment Software AssociationJul 2020
Cover of Video Game Industry Impact: Minnesota
Article

Video Game Industry Impact: Minnesota

The video game industry serves as a significant economic engine for the state of Minnesota, contributing substantially to both employment and financial output.

  • The video game industry generates over $1.83 billion in annual economic output for the state of Minnesota.
  • The local video game ecosystem in Minnesota supports a total of 6,610 jobs.
  • There are more than 33 video game company locations currently operating within Minnesota.
Entertainment Software AssociationJul 2020
Cover of Video Game Industry Impact: California
Article

Video Game Industry Impact: California

The video game industry serves as a significant economic engine within California, fostering a robust ecosystem of development, innovation, and employment.

  • California’s video game industry generates over $51.7 billion in annual economic output for the state.
  • The local video game ecosystem in California supports a total of 218,090 jobs.
  • There are more than 619 video game company locations operating within California.
Entertainment Software AssociationJul 2020
Article

Xbox Bonanza: That FTC Win and the Future of Game Pass

The primary focus of this analysis is the legal and strategic landscape of Microsoft’s gaming division following a significant legal victory against the U.S. Federal Trade Commission (FTC).

  • Microsoft successfully defended its Activision Blizzard acquisition against the FTC after the court ruled that the company lacked the incentive to withhold Call of Duty from competitors.
  • The court’s decision was influenced by Microsoft’s 10-year commitment to provide Call of Duty to Sony and Nintendo, as well as the judge's rejection of the FTC’s market definition that excluded the Nintendo Switch.
  • Microsoft’s 'Horizon 3' strategy, which aimed for ubiquitous global access by 2023, has underperformed, with Game Pass expansion proving slower than internal projections anticipated.
GameDiscoverCoApr 2020
Article

Sweeney's Utopia: The Puritan Perspective of Epic Games CEO

This analysis examines the shifting landscape of the global video game industry in early 2020, focusing on the tension between idealistic business models and the pragmatic financial pressures of major platforms and publishers.

  • Apple’s 2019 services revenue reached $46 billion with a 64% margin, which is double the margin of its hardware business.
  • Tim Sweeney’s push for open ecosystems and reduced monetization is financially viable primarily due to the massive success of Fortnite, while most other industry players remain dependent on closed platforms and predatory revenue models.
  • YouTube’s $160 million media rights deal for Activision Blizzard’s Overwatch and Call of Duty leagues indicates a stagnation in esports growth compared to previous Twitch agreements.
SuperJoostFeb 2020
Cover of French Market Report: 2019
Report29 pages

French Market Report: 2019

The French video game market achieved a total turnover of 4.8 billion euros in 2019, reflecting a mature and deeply integrated entertainment sector.

  • The French video game market reached a total turnover of 4.8 billion euros in 2019, driven by strong software performance despite a contraction in hardware sales.
  • Gaming is a mainstream activity in France, with 71 percent of the population participating and an average player age of 40.
  • Mobile gaming is a primary engine for industry growth and engagement, led by titles such as Mario Kart Tour and Clash of Clans.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsFeb 2020
Article

Is Twitch Losing the Live Streaming Wars?

This analysis examines the competitive pressures facing Twitch and the broader live-streaming and cloud gaming landscape as of early 2020.

  • Twitch underperformed in 2019, generating approximately $300 million in revenue against internal projections of $500 million to $600 million.
  • YouTube is aggressively challenging Twitch’s dominance in esports by securing exclusive broadcast rights for Activision Blizzard’s Overwatch and Call of Duty Leagues.
  • Twitch’s market position is threatened by a lack of a clear 'second act' and a heavy reliance on ad monetization and a limited number of core titles like League of Legends.
SuperJoostJan 2020
Cover of 2020 Predictions: Who Will Reap the Rewards as Fortnite Declines?
Article

2020 Predictions: Who Will Reap the Rewards as Fortnite Declines?

The mobile shooter landscape is undergoing a significant transition as the industry moves away from the peak of the Battle Royale craze toward more specialized sub-genres.

  • PUBG Mobile dominated the Western Battle Royale market in 2019, capturing 30-40% of sub-genre revenue, a figure that doubles when including the Chinese version, 'Game for Peace'.
  • Effective cosmetic-only economies require massive production pipelines; for example, Epic Games produces over 200 unique items per Fortnite season, including more than 80 full geometry-change outfits.
  • Call of Duty: Mobile achieved the highest launch downloads of all time, but its initial revenue per player lagged behind competitors, signaling that Tencent and Activision will likely ramp up monetization strategies in 2020.
Deconstructor of FunJan 2020