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Cover of The State of MOBA Mobile Games 2021
Report39 pages

The State of MOBA Mobile Games 2021

This analysis explores the Multiplayer Online Battle Arena (MOBA) sub-genre within the mobile gaming market, focusing on its rapid financial growth and competitive landscape.

  • The mobile MOBA market is a 'winner-takes-all' environment dominated by Tencent, Supercell, and ByteDance, making it difficult for new entrants to succeed without established brand recognition.
  • Global MOBA player spending reached approximately $2 billion in the first half of 2021, with Asia accounting for 84 percent of total revenue.
  • Honor of Kings is the industry leader with over $10 billion in lifetime revenue, while Pokémon Unite set a sub-genre record with 15 million downloads in its first two days following its September 2021 launch.
Sensor TowerJan 2021
Cover of Social Casino Gaming Apps Report
Report31 pages

Social Casino Gaming Apps Report

The social casino gaming market experienced significant growth and transformation between August 2020 and August 2021, driven largely by global social distancing measures.

  • The social casino market is projected to grow from $6.2 billion in 2020 to $7.5 billion by 2026, though high barriers to entry and market saturation make scaling difficult for new entrants.
  • Acquisition costs vary significantly by platform, with iOS CPI reaching $11.09 compared to $5.00 on Android, while Latin America offers the lowest entry point at $1.43 per install.
  • Developers are increasingly adopting 'mid-core' features to drive engagement, with battle pass integration growing from 5% to 36% adoption in a single year.
LiftoffJan 2021
Cover of State of the Stream December/2020 Year in Review
Report9 pages

State of the Stream December/2020 Year in Review

The livestreaming industry experienced unprecedented growth throughout 2020, driven largely by global quarantine measures that accelerated viewership across all major platforms.

  • 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.
StreamElementsDec 2020
Cover of Embracer Group M&A Update: August 13, 2020
Presentation11 pages

Embracer Group M&A Update: August 13, 2020

Embracer Group’s August 2020 update outlines a strategic expansion through aggressive mergers and acquisitions, formalizing its transition into a diversified conglomerate comprising six distinct operating groups.

  • Embracer Group has transitioned into a conglomerate structure organized into six operating groups: THQ Nordic, Koch Media, Coffee Stain, Amplifier Game Invest, Saber Interactive, and DECA.
  • The company employs a decentralized governance model that allows original founders and management teams to retain operational autonomy while utilizing centralized capital and strategic support.
  • As of August 2020, the portfolio includes 43 internal studios, 55 external studios, and 190 intellectual properties.
Embracer GroupAug 2020
Cover of Creative Industries Statistics: United Kingdom (August 2020)
Report34 pages

Creative Industries Statistics: United Kingdom (August 2020)

The United Kingdom’s creative industries tax relief framework serves as a critical fiscal mechanism designed to incentivize sustainable, culturally significant production across film, television, gaming, and the arts.

  • Since its introduction in 2007, Film Tax Relief (FTR) has supported 3,470 films, accounting for £18.4 billion in UK expenditure. In 2019-20 alone, 300 films claimed FTR with £2.5 billion in UK expenditure.
  • High-End Television (HETV) Tax Relief, introduced in 2013, has supported 635 programmes with £5.9 billion in UK expenditure. In 2019-20, 110 programmes claimed HETV tax relief, totaling £1.5 billion in UK expenditure.
  • Video Games Tax Relief (VGTR) paid out an estimated £161 million for 2018-19, with 310 claims made by 270 companies. Since its introduction in 2014, the relief aims to promote sustainable production of culturally relevant video games in the UK.
HM RevenueAug 2020
Cover of THQ Nordic AB Acquires Milestone s.r.l.: Investor Presentation
Presentation14 pages

THQ Nordic AB Acquires Milestone s.r.l.: Investor Presentation

THQ Nordic AB finalized the acquisition of the Italian game developer Milestone s.r.l. on August 14, 2019, to bolster its position in the global racing simulation market.

  • THQ Nordic acquired Italian developer Milestone s.r.l. on August 14, 2019, for a total upfront consideration of EUR 55.8 million, comprised of EUR 44.3 million in cash and EUR 11.5 million in B-shares.
  • The acquisition includes an earn-out provision tied to Milestone’s adjusted EBIT performance through the end of fiscal year 2022.
  • Milestone brings a portfolio of established racing franchises including MotoGP, MXGP, Monster Energy Supercross, and RIDE, supported by a pipeline of ten titles scheduled for release between 2020 and 2022.
THQ NordicAug 2019
Cover of Baromètre Annuel du Jeu Vidéo en France Edition 2018
Report17 pages

Baromètre Annuel du Jeu Vidéo en France Edition 2018

The 2018 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the French gaming sector’s economic health, employment trends, and production landscape.

  • The French video game industry is overwhelmingly independent, with 93% of studios operating independently and 56% of development studios being less than five years old.
  • In 2018, the sector had 1,200 games in active development, with two-thirds of these projects representing new intellectual properties.
  • Public funding is a critical pillar of the industry, with 62% of studios utilizing regional, national, or European financial support mechanisms.
Syndicat National du Jeu VidéoJan 2018
Cover of The Data Behind 10 Years of Google Play (2018)
Report34 pages

The Data Behind 10 Years of Google Play (2018)

This analysis examines the growth and performance of the Google Play Store over a nearly seven-year period, spanning from January 2012 to August 2018.

  • Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion total downloads, with more than 5,000 apps surpassing the $1 million revenue milestone.
  • Annual consumer spend on Google Play is projected to reach $42 billion by 2022, representing a 90% increase from 2017 levels.
  • While India leads in total download volume with 36.9 billion, Japan is the most lucrative market, contributing $25.1 billion in total consumer spend.
data.aiJan 2018
Cover of Game Developers' Life and Consciousness Survey: CEDEC 2013
Report1 page

Game Developers' Life and Consciousness Survey: CEDEC 2013

The Computer Entertainment Developers Conference (CEDEC) 2013 initiative aims to establish a comprehensive understanding of the professional landscape for individuals working within the computer entertainment industry.

  • The CEDEC 2013 survey was launched to establish a recurring, data-driven baseline for the computer entertainment industry, covering professional development, skill acquisition, and workplace environments.
  • The study methodology involved a structured 42-question questionnaire distributed throughout July 2013 to both CESA members and non-members.
  • The survey data is categorized into six core areas: personal background, job roles, corporate affiliation, employment transitions, workplace culture, and long-term career aspirations.
CESA – Computer Entertainment Supplier's AssociationJul 2013
Cover of Winning Audiences Through YouTube Gaming
Report13 pages

Winning Audiences Through YouTube Gaming

YouTube Gaming experienced significant growth in 2025, solidifying its position as a dominant force in the live-streaming industry.

  • YouTube Gaming captured 8.8 billion hours of viewership in 2025, marking a 12% year-over-year growth and securing a 25% share of the global live-streaming gaming market.
  • Roblox ranked as the most-watched game on the platform, while esports titles like League of Legends and Mobile Legends: Bang Bang generated 1.2 billion hours of total viewership.
  • YouTube Shorts reached a peak of 6.15 million gaming-related posts in August 2025, highlighting the platform's successful diversification beyond long-form live content.
Stream Hatchet
Cover of Current Report No. 11/2022: Management Board Recommendation Regarding Profit Distribution for 2021
Report2 pages

Current Report No. 11/2022: Management Board Recommendation Regarding Profit Distribution for 2021

The recommendation issued by the Board of PCF Group S.A. on 1 June 2022 proposes a distribution of the company’s net profit for 2021, amounting to PLN 41 751 983.35.

  • PCF Group S.A. reported a 2021 net profit of PLN 41,751,983.35.
  • The Board recommended a dividend payout of PLN 8,086,561.02, representing approximately 19.37% of the 2021 net profit.
  • Shareholders will receive a dividend of PLN 0.27 per share, with a declaration date of 8 July 2022 and a payment date of 3 August 2022.
PCF Group
Cover of Current Report No. 24/2025: Determination of the Number and Issue Price of Series H Shares
Report6 pages

Current Report No. 24/2025: Determination of the Number and Issue Price of Series H Shares

PCF Group S.A., based in Warsaw, has formally determined the parameters for its Series H share issuance following the conclusion of a book-building process on August 11, 2025.

  • PCF Group S.A. will issue 6,670,000 new Series H ordinary bearer shares at a fixed price of 3.00 PLN per share.
  • The issue price was finalized on August 11, 2025, following the conclusion of a formal book-building process.
  • The capital increase is being executed as a private subscription, utilizing the company’s authorized capital and excluding existing shareholders' pre-emptive rights.
PCF Group