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Mega

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Cover of Vietnam Gaming Outlook 2026: Building Sustainable Growth
Report82 pages

Vietnam Gaming Outlook 2026: Building Sustainable Growth

Vietnam’s mobile gaming landscape is rapidly evolving from a download-centric, ad-driven model to a hybrid ecosystem that prioritizes in-app purchases (IAP) and subscription revenue.

  • Vietnam’s mobile gaming sector is shifting from an ad-driven model to hybrid-casual titles prioritizing in-app purchases (IAP) and subscriptions, following a 65% surge in local IAP growth in 2025.
  • While Vietnam led global Google Play downloads with 6.1 billion installs in 2024, the market generated only $430 million, highlighting the profitability ceiling of pure advertising models.
  • Localized pricing strategies, including purchasing power parity tiers and one-tap tokenized payments, can increase conversion rates by over 20% and reduce checkout abandonment by up to 30%.
InvestGameFeb 2026
Cover of Video Game Streaming Trends Report: 2021 Yearly Report
Report28 pages

Video Game Streaming Trends Report: 2021 Yearly Report

The report establishes that video-game streaming has solidified its position as a core element of global pop culture, with 21% year-over-year growth in watch time during 2021—an increase that, while lower than the 81% surge seen in 2020, still reflects a substantial expansion of audiences worldwide.

  • Video game streaming grew 21% in 2021, with Twitch leading the market at 6 billion hours watched and a 31.4% year-over-year increase.
  • Facebook Gaming experienced significant momentum with a 59% year-over-year rise, while YouTube Gaming saw a 15% decline in live-stream hours despite growth in its VOD ecosystem.
  • Mobile titles including Garena Free Fire, PUBG Mobile, and Valorant accounted for 32% of total viewership, totaling over 5.6 billion hours watched.
Stream HatchetJan 2021
Cover of Company Profile: May 2005
Presentation43 pages

Company Profile: May 2005

Capcom concluded the fiscal year ending March 31, 2005, with robust financial results, reporting net sales of 65.8 billion yen and an operating income of 7.7 billion yen.

  • Capcom reported fiscal year 2005 net sales of 65.8 billion yen and an operating income of 7.7 billion yen, driven by Resident Evil 4, Mega Man, and the pachislo LCD business.
  • The company projects net sales of 70 billion yen for the 2006 fiscal year, despite acknowledging volatility in the hit-driven home console market.
  • Capcom is targeting a global sales distribution ratio of 2:5:3 across Japan, North America, and Europe to mitigate the maturity of the domestic Japanese market.
CapcomMay 2005