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Interactive Entertainment

Company

Documents about Interactive Entertainment

Cover of Scottish Video Games Industry Manifesto: 2026
Report9 pages

Scottish Video Games Industry Manifesto: 2026

Interactive Entertainment Scotland, the trade association for Scotland's video games and interactive entertainment (VG&IE) sector, has published a manifesto addressed to the political parties and the next Scottish Government ahead of the 2026 Scottish Parliament election.

  • The manifesto cites a study estimating that for every £1 of Government support through reliefs, the Government receives roughly £3.43 in return.
  • The UK games industry is cited as worth £6 billion in Gross Value Added, with spillover value into other sectors such as high-end TV and film estimated at about £760 million GDP.
  • The UK is ranked sixth in the world for games industry size and is cited as the fourth largest global exporter of video games.
UkieApr 2026
Cover of Game & Network Services Segment Presentation
Presentation41 pages

Game & Network Services Segment Presentation

This is a Game & Network Services segment presentation, with a web release date of June 13, 2025, listing Sony Interactive Entertainment President and CEO Hideaki Nishino and Studio Business Group CEO Hermen Hulst.

  • PlayStation monthly active users reached 124M as of March 31, 2025, with annual gameplay hours growing 14% to 51B.
  • Life-to-date spend per PS5 console is $846, compared with $669 for PS4, with services spend growing 63% in the reported period.
  • Content's share of total revenue rose from 49% in FY22 to 54% in FY24.
Sony Interactive EntertainmentJun 2025
Cover of 37 Interactive Entertainment 2024 Annual Report
Report203 pages

37 Interactive Entertainment 2024 Annual Report

This is the 2024 annual report of 37 Interactive Entertainment Network Technology Group Co., Ltd.

  • Mobile games accounted for almost all of the company's 2024 revenue, at 16,882,137,496.98 yuan.
  • Operating revenue rose 5.40% to 17,440,957,495.58 yuan, while net profit attributable to shareholders grew 0.54%.
  • The company reports that in the publishing process, AI-assisted generated 2D art assets accounted for more than 80%.
37 Interactive EntertainmentApr 2025
Cover of Interactive Entertainment: Global Market Sizing & Forecast 2025
Report15 pages

Interactive Entertainment: Global Market Sizing & Forecast 2025

The interactive entertainment market is projected to reach $250.2 billion in consumer spending by 2025, reflecting a 4.6% year-over-year growth, signaling a recovery driven by the transition to next-generation experiences and devices.

  • The global interactive entertainment market is projected to reach $250.2 billion in 2025, marking a 4.6% year-over-year recovery.
  • Software publishing remains the dominant revenue driver at $196 billion, with mobile gaming leading the sector at $115.7 billion despite rising user acquisition costs.
  • The console hardware sector is in a significant downturn, evidenced by a 31% decline in revenue during 2024 as the current cycle concludes.
AldoraJan 2025
Cover of UK Interactive Entertainment Japan Market Report 2025
Report37 pages

UK Interactive Entertainment Japan Market Report 2025

This report provides an in-depth analysis of the Japanese interactive entertainment market, aiming to equip game businesses with strategic insights for navigating this unique and competitive landscape.

  • Japan generates 9.1% of global game revenue from only 2.2% of the global player base, with an average per-player spend of $223 compared to $145 in the UK.
  • The PC and console segment, excluding mobile and Nintendo platforms, represents a $2.5–3.0 billion market opportunity for developers.
  • PC gaming revenue in Japan grew 16.2% year-over-year in 2024, significantly outpacing the 4.4% global growth rate, though this momentum faces headwinds from a weakening yen.
UkieJan 2025
Cover of Gaming Report: VC Trends and Emerging Opportunities Q4 2023
Report11 pages

Gaming Report: VC Trends and Emerging Opportunities Q4 2023

Gaming venture capital activity stabilized in Q4 2023 after a prolonged contraction, though it remains well below recent peaks.

  • Total 2023 gaming investment reached $4.1 billion, representing a 72% decline in value and a 47.2% drop in deal count compared to 2022.
  • Q4 2023 showed a modest recovery with $1.0 billion raised across 126 deals, marking a 10.4% increase in value and a 0.8% increase in deal count over Q3.
  • Content-focused startups secured the largest share of funding in Q4 with $438.4 million across 71 deals, followed by development firms at $288.7 million.
PitchBookFeb 2024
Cover of Interactive Entertainment 2025: Global Market Sizing & Forecast
Report15 pages

Interactive Entertainment 2025: Global Market Sizing & Forecast

Global consumer spending on interactive entertainment is forecast to reach $250.2 billion in 2025E, up 4.6% year over year from roughly $239.2 billion in 2024E and $237.7 billion in 2023.

  • The global interactive entertainment market is projected to reach $250.2 billion in consumer spending by 2025, marking a 4.6% year-over-year growth.
  • Mobile gaming remains the industry's largest segment, with forecasted consumer spending of $115.7 billion in 2025.
  • Console hardware is experiencing a significant cyclical downturn, with spending expected to decline by 31% in 2024 ahead of next-generation device launches.
AldoraJan 2024
Cover of Supercharged: Powering the Future of the UK Video Game and Interactive Entertainment Industry
Report11 pages

Supercharged: Powering the Future of the UK Video Game and Interactive Entertainment Industry

Supercharged is the five-year strategy and action plan from Ukie, the UK trade association for video games and interactive entertainment, covering 2024 to 2030.

  • The UK video game industry has launched a five-year strategy aiming to establish the nation as the global leader in intellectual property and innovation by 2030.
  • The 2024-25 action plan prioritizes lobbying for more competitive tax reliefs, increased investment, and the introduction of a Digital Creativity GCSE.
  • Strategic efforts to strengthen the workforce include the expansion of the #RaiseTheGame diversity, equity, and inclusion programme and the creation of a sector-wide skills network.
UkieJan 2024
Cover of Rapport Annuel 2021
Report14 pages

Rapport Annuel 2021

The Association canadienne du logiciel de divertissement (ALD), Canada's national voice for the video game industry, presents its 2021 annual report covering fiscal 2021 and the COVID-19 period.

  • The ALD's 2020 study found that 61% of Canadians play video games regularly, which the report equates to more than 23 million people.
  • According to NPD Group Canada, video game and hardware sales rose more than 29% in 2020 compared with the same period in 2019.
  • The report cites an NPD Group Canada study finding that 58% of adult players spent more time playing during the pandemic.
ESAC – Entertainment Software Association of CanadaJan 2021
Cover of Loot Boxes in Video Games: Call for Evidence
Report9 pages

Loot Boxes in Video Games: Call for Evidence

The UK Department for Digital, Culture, Media and Sport (DCMS) published a Call for Evidence in September 2020 to gather information on the use and impact of loot boxes in video games in the UK.

  • Loot boxes are defined by their chance mechanism: players receive something from them but do not know what until opened.
  • Platform operators Sony Interactive Entertainment, Microsoft and Nintendo announced that from 2020, new games on their platforms must display the relative probability of receiving randomised virtual items.
  • Games on the Apple App Store and Google Play are required to display probability rates for loot boxes.
Department for CultureSep 2020
Cover of 2019 Semi-Annual Report
Report155 pages

2019 Semi-Annual Report

This is the 2019 semi-annual report of Wuhu Sanqi Interactive Entertainment Network Technology Group Co., Ltd., a Shenzhen Stock Exchange-listed company (stock code 002555) engaged in the development, distribution and operation of mobile and browser games, covering the reporting period from January 1st to June 30th, 2019.

  • Operating income rose 83.83% to RMB 6.071 billion, with mobile game income up 152.90% while browser game income fell 29.20%.
  • Net profit attributable to listed company shareholders reached RMB 1,033,074,405.38, a 28.91% increase year on year.
  • Net cash flow from operating activities fell 36.93% to RMB 616,354,936.37, which the company attributes partly to accounts receivable growth and renegotiated transaction periods.
37 Interactive EntertainmentAug 2019
Cover of 2018 Annual Report
Report182 pages

2018 Annual Report

This is the 2018 Annual Report of Wuhu Shunrong Sanqi Interactive Entertainment Network Technology Co., Ltd.

  • Consolidated net profit attributable to shareholders fell 37.77% in 2018, while the company's non-GAAP net profit rose 6.56%. The company attributes the reported decline mainly to Shanghai Mokun's performance and goodwill impairment.
  • Mobile game operating income grew 69.99% to RMB 5,581,764,190.33, while browser game income fell 28.40% to RMB 1,645,957,054.96.
  • The net profit attributable to listed company shareholders in the fourth quarter was RMB -209,845,149.80, mainly due to the Company's provision of RMB 959,833,685.66 set aside for Shanghai Mokun's goodwill impairment loss.
37 Interactive EntertainmentApr 2019