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Cover of Global Gaming Report: Q3 2026
Report21 pages

Global Gaming Report: Q3 2026

The global gaming industry experienced a period of significant financial revitalization during the third quarter of 2026, characterized by a robust rebound in market valuations and sustained investment activity.

  • The gaming industry saw $4 billion in total capital activity in Q3 2026, comprising $2.4 billion across 45 M&A deals and $1.6 billion in private financing.
  • Over 80 percent of private funding was directed toward AI-native development, 3D foundation models, and advanced tools, with notable investments in Tripo AI, Nex, and PixVerse.
  • The Drake Star Gaming Index reported a 12.4 percent return for the quarter, reflecting a strong recovery in market valuations.
Drake Star PartnersOct 2026
Cover of Women Gamers 2026: 9th Annual Edition
Report31 pages

Women Gamers 2026: 9th Annual Edition

The ninth annual edition of the Women Gamers study provides a comprehensive analysis of how women engage with the gaming industry, drawing on nine years of longitudinal research.

  • Toxicity remains a significant barrier to engagement, with 51% of all women reporting negative experiences, a figure that spikes to 79% among Gen Z players.
  • To avoid harassment, many women are actively hiding their gender or opting out of voice chat, contributing to a broader industry trend where solo play is increasingly preferred over multiplayer experiences.
  • While women play an average of six genres, engagement on PC and console platforms has plateaued since 2024 as Gen Z players increasingly prioritize social media over traditional gaming.
BryterOct 2026
Cover of Global Gaming Report Q1 2026
Report20 pages

Global Gaming Report Q1 2026

The global gaming industry experienced a period of significant structural realignment during the first quarter of 2026, characterized by a surge in high-value consolidation alongside a cooling of public market sentiment.

  • Q1 2026 saw 106 private placement deals totaling $785 million, a significant decrease from Q1 2025's $5.0 billion across 149 deals, indicating a cooling investment landscape.
  • Project financing is now the primary funding path for studios due to headwinds in studio equity, with dedicated User Acquisition (UA) funds emerging as a new lifeline for mid-stage mobile studios.
  • Key strategics to watch include PIF/Scopely, KRAFTON, NCSoft, Tencent, MTG, Take-Two, Netflix, everplay, and Keywords Studios, while Private Equity is expected to drive take-private transactions of publicly listed gaming firms.
Drake Star PartnersApr 2026
Cover of The AI Disruption Index: How AI Is Reshaping Consumer Discovery
Report38 pages

The AI Disruption Index: How AI Is Reshaping Consumer Discovery

The AI Disruption Index demonstrates that artificial intelligence is fundamentally altering how U.S. consumers discover and purchase brands, with one-third of adults now using personal AI agents to find products and nearly half employing AI for purchase research.

  • One-third of U.S. adults now use personal AI agents for product discovery, while nearly 50% utilize AI for purchase research.
  • AI-driven 'zero-click' discovery is actively eroding traditional paid search and organic search channels, threatening sectors like retail, education, and health & fitness.
  • Sectors with strong regulatory or content moats, specifically financial services, media rights holders, and auto OEMs, currently maintain a defensive advantage against AI disintermediation.
InvestGameJan 2026
Cover of Global Gaming Report 2025
Report28 pages

Global Gaming Report 2025

The global gaming industry experienced a transformative year in 2025, defined by unprecedented consolidation and a strategic pivot toward artificial intelligence.

  • The gaming industry saw record-breaking M&A activity, headlined by Netflix’s $82.7 billion acquisition of Warner Bros. Discovery’s gaming division and a $55 billion buyout of Electronic Arts.
  • Private financing rebounded with 509 deals totaling $6.2 billion, as investors shifted capital toward AI-focused infrastructure and mobile platforms.
  • The Drake Star Gaming Index rose 12 percent in 2025, reflecting overall sector resilience despite a 0.5 percent stagnation in the mobile gaming market.
Drake Star PartnersJan 2026
Cover of Understanding Korea’s Indie Game Audience in 2024
Report3 pages

Understanding Korea’s Indie Game Audience in 2024

The 2024 analysis of Korea’s indie game market provides a comprehensive overview of user behavior, preferences, and industry challenges within the domestic gaming landscape.

  • Approximately 28% of the total Korean game user base engages with indie titles, with the highest participation rate found in the 20–29 age demographic at 41.8%.
  • The primary drivers for indie game consumption are light, casual gameplay (54.4%) and original or unique themes (49.3%), followed by simple controls (34.8%).
  • Gameplay and review videos are the most effective discovery channel at 41%, though store rankings (34%) and friend recommendations (33.3%) remain critical for specific demographics like teens and female users.
Korea Creative Content AgencyJul 2025
Cover of Videojuegos en el Aula: Guía para un Aprendizaje Adecuado
Report64 pages

Videojuegos en el Aula: Guía para un Aprendizaje Adecuado

The guide argues that video games, when deliberately selected and scaffolded, can become powerful learning tools across primary, secondary and vocational settings.

  • Video games are effective pedagogical tools that improve cognitive functions like memory and problem-solving, with studies such as Parker & Thomsen (2019) linking game mechanics to measurable gains in literacy and clinical ADHD assessment.
  • The global games market now encompasses over three billion active players, including 70% of Europeans aged 6–24, providing a massive, accessible platform for cooperative and project-based learning.
  • Educational integration is most successful when educators use a continuum from free play to structured activities, utilizing titles like Minecraft and Assassin’s Creed Discovery Tour to support interdisciplinary curricula.
European SchoolnetAug 2023
Cover of Female Gamers in Asia: Version for Women in Games Asia Panel
Report14 pages

Female Gamers in Asia: Version for Women in Games Asia Panel

Female gamers represent a primary engine of growth within the Asian interactive entertainment market, accounting for 35% of the region's 1.46 billion total gamers as of 2021.

  • Female gamers in Asia represent 35% of the region's 1.46 billion total gamers, with a year-over-year growth rate of 7.6% that outpaces the 5.0% growth of the general gaming population.
  • In 2021, female gamer spending on mobile titles reached $13.07 billion in China and $5.52 billion across the Asia-10, while PC spending reached $9.70 billion and $3.93 billion respectively.
  • Mobile is the primary platform for this demographic, with 95% of female gamers playing on mobile devices, compared to 60% on PC and 17% on consoles.
Niko PartnersOct 2022
Cover of Modern Mobile Consumer 2022: App Discovery Report
Report16 pages

Modern Mobile Consumer 2022: App Discovery Report

The Modern Mobile Consumer 2022: App Discovery Report examines the evolving journey of mobile users from initial app discovery to daily usage and long-term engagement.

  • Mobile gaming has become a universal behavior, with 60% of non-gaming app users playing mobile games daily, matching social media as the top usage category.
  • In-app advertising is a primary driver for app discovery, leading to downloads for 70% of gaming audiences and 78% of non-gaming control group users.
  • While users typically maintain over 20 apps on their devices, the majority limit their daily engagement to only five to ten apps.
ironSourceJan 2022
Cover of Gamer Motivation Profile: Model and Findings
Presentation46 pages

Gamer Motivation Profile: Model and Findings

The Gamer Motivation Profile provides a comprehensive framework for understanding why individuals play video games by categorizing player behavior into six distinct motivation clusters: Action, Social, Mastery, Achievement, Immersion, and Creativity.

  • The Gamer Motivation Profile categorizes player behavior into six core clusters: Action, Social, Mastery, Achievement, Immersion, and Creativity.
  • Analysis of 222,964 unique gamers across North America, Europe, South America, and Southeast Asia confirms that gaming habits are statistically correlated with 'Big Five' personality traits.
  • Age is a stronger predictor of behavioral shifts than gender, with competitive and action-oriented motivations showing a consistent decline as players mature.
Quantic FoundryMar 2016
Cover of Global Gaming Report Q1 2026
Report20 pages

Global Gaming Report Q1 2026

The global gaming industry experienced a complex start to 2026, characterized by a sharp divergence between high-level strategic consolidation and broader market volatility.

  • M&A activity reached a 15-month peak in Q1 2026 with 51 transactions totaling over $100 billion, headlined by the Paramount acquisition of Warner Bros. Discovery and Savvy Games Group's purchase of Moonton.
  • Private financing remained steady with $785 million raised across 106 deals, showing a clear investor preference for AR/XR hardware and infrastructure over traditional software.
  • The Drake Star Gaming Index declined by 1.8 percent, driven by market weakness in Western regions and the mobile gaming sector.
Drake Star Partners
Cover of Gamer Motivation Profile: Empirical Research Methodology
Presentation20 pages

Gamer Motivation Profile: Empirical Research Methodology

The Gamer Motivation Profile provides an empirical framework for understanding player behavior by categorizing gaming preferences into twelve distinct motivational factors.

  • The Gamer Motivation Profile categorizes player behavior into twelve distinct factors grouped into six thematic clusters: Action-Social, Mastery-Achievement, and Immersion-Creativity.
  • The model is built on a global dataset of over 1.25 million unique gamers, providing a statistically significant foundation for analyzing player engagement.
  • The participant demographic is 74% male, 22% female, and 3% non-binary, with a median age of 23 and a primary geographic concentration in North America (33%) and Western Europe (14%).
Quantic Foundry