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Cover of Valve’s eSafety Problem: Playing Politics
Article

Valve’s eSafety Problem: Playing Politics

The October 2026 report from Australia’s eSafety Commissioner, titled Playing it Safe, evaluates the trust and safety frameworks of major video game platforms to determine their compliance with national online safety expectations.

  • Australia’s eSafety Commissioner released a report in October 2026 evaluating how major gaming platforms protect children from sexual exploitation, hate speech, and cyberbullying.
  • The investigation, based on transparency notices issued in April 2026, assessed the safety practices of Roblox, Mojang, Epic Games, and Valve.
  • Valve’s Steam and Steam Chat platforms were identified as having significantly laxer moderation standards compared to the other three companies evaluated.
Video Games Industry MemoOct 2026
Cover of Gaming Weekly Premium Digest #40: 28 September–4 October 2026
Article

Gaming Weekly Premium Digest #40: 28 September–4 October 2026

The gaming industry experienced a period of market volatility between September 28 and October 4, 2026, characterized by mixed stock performance across 59 tracked companies.

  • AppLovin shares fell 13.7% after a San Francisco court denied its request for a temporary restraining order against Unity’s Ad Quality SDK, with the legal dispute now moving to private arbitration.
  • General Intuition raised $220 million at a $6.2 billion valuation, representing a 2.7x increase in valuation since June, driven by its library of gameplay clips from Medal.
  • EU consumer regulators launched coordinated actions on September 30 against nine gaming companies, including King, Supercell, Mojang, and Riot Games, regarding the management of in-game currencies.
InvestGameOct 2026
Cover of Brutally Honest #219
Article

Brutally Honest #219

This analysis focuses on mobile game user acquisition (UA) and creative strategy in the post-IDFA landscape, emphasizing the necessity of operational efficiency to bridge the gap between actual and potential revenue.

  • The merge game category remains highly lucrative, with Gossip Harbor generating approximately $95 million per month and ranking as the fourth highest-grossing game globally.
  • Century Games' new title, Hotel Legacy, has achieved approximately $60,000 in daily revenue in Tier-1 markets by utilizing a hybrid-casual playable ad strategy inspired by My Perfect Hotel.
  • Performance marketing roles are shifting away from manual creative uploads toward high-level creative strategy, channel mix judgment, and data validation, as routine operational tasks become increasingly automated.
Brutally HonestJul 2026
Cover of Weekly Industry Briefing: June 2026
Article

Weekly Industry Briefing: June 2026

The July 2026 industry briefing provides a comprehensive overview of significant developments within the global mobile gaming sector.

  • Xbox is cutting 3,200 jobs, spinning out four console game studios, and restructuring its mobile gaming division so that King and Mojang will report directly to Xbox boss Asha Sharma, recognizing them as significant platforms by monthly active players.
  • Meta has soft-launched 'Pocket,' an AI-powered 'TikTok for games,' which it acquired through the Gizmo team earlier this year.
  • Scopely is actively expanding its influence, rebranding Niantic's games team (responsible for Pokémon Go, Pikmin Bloom, and Monster Hunter Now) as Scopely Explore, and funding a new studio from the creator of Umamusume: Pretty Derby to strengthen its presence in the Japanese market.
Mobilegamer.bizJul 2026
Cover of Most Watched Game Publishers on Live Streaming
Article

Most Watched Game Publishers on Live Streaming

The live streaming landscape in 2025 was defined by a clear hierarchy of game publishers, where reputation and portfolio strategy significantly influenced viewership.

  • Riot Games led 2025 live streaming with 3.19 billion hours watched, followed by Valve at 2.09 billion and Rockstar at 2.01 billion, creating a significant viewership gap between these top three and the rest of the industry.
  • The top three publishers—Riot, Valve, and Rockstar—accounted for approximately 60% of the combined hours watched across the top 10 publishers.
  • Publisher viewership strategies vary significantly: Mojang and Epic Games rely heavily on single titles (Minecraft and Fortnite), while EA and Nintendo maintain broad portfolios with over 50 games each generating more than 100,000 hours watched.
Stream HatchetApr 2026
Cover of Gank Spencer
Article

Gank Spencer

The retirement of Phil Spencer as CEO of Microsoft Gaming in February 2026 marks a significant transition for the company, accompanied by the unexpected resignation of Xbox president Sarah Bond.

  • Phil Spencer retired from his role as CEO of Microsoft Gaming on February 20, 2026, with his final day scheduled for February 23, 2026.
  • Sarah Bond, the president of Xbox and previously considered the heir apparent to the CEO position, resigned from the company concurrently with Spencer's departure.
  • Asha Sharma, a former VP at Meta and COO of Instacart who most recently served as president of CoreAI at Microsoft, has been named the new CEO of Microsoft Gaming.
Hit PointsFeb 2026
Cover of Phil Spencer Retiring from Xbox, Microsoft AI Exec Asha Sharma Taking Over Gaming Division
Article

Phil Spencer Retiring from Xbox, Microsoft AI Exec Asha Sharma Taking Over Gaming Division

Microsoft has announced a significant leadership transition within its gaming division, marking the retirement of longtime Xbox head Phil Spencer.

  • Asha Sharma, former head of CoreAI at Microsoft and executive at Meta and Instacart, has been appointed CEO of Microsoft Gaming, succeeding the retiring Phil Spencer.
  • Xbox president Sarah Bond is departing the company, while Matt Booty will transition to Executive Vice President and Chief Content Officer, reporting directly to Sharma.
  • Phil Spencer is retiring after 38 years at Microsoft, including 12 years leading the gaming division, though he will remain in an advisory role through the summer.
Game FileFeb 2026
Cover of European Watchdog Takes Aim at In-Game Purchases
Article

European Watchdog Takes Aim at In-Game Purchases

The European Consumer Organisation (BEUC), supported by 22 member countries, has filed a formal complaint with the European Commission regarding the monetization practices of major video game publishers.

  • The European Consumer Organisation (BEUC) and 22 member countries have filed a formal complaint with the European Commission alleging that major game developers use manipulative tactics to encourage in-game spending.
  • The complaint targets industry leaders including Epic Games, Electronic Arts, Roblox, Activision Blizzard, Mojang Studios, Supercell, and Ubisoft.
  • Regulators are investigating claims that developers use virtual currencies to obscure the real-world cost of items, leading to excessive spending by younger consumers.
The Esports AdvocateSep 2024
Cover of Building the Creator Economy Part 2: Minecraft
Article

Building the Creator Economy Part 2: Minecraft

The primary focus of this analysis is the evolving landscape of user-generated content (UGC) within the video game industry, specifically through the lens of Minecraft’s creator platform.

  • Kayla Kinnunen, Executive Producer of the Minecraft Creator Platform, emphasizes that Mojang’s strategy prioritizes the joy of content creation over incentivizing young users with promises of million-dollar earnings.
  • Mojang is actively defining distinct creator cohorts to manage and scale user-generated content within the Minecraft ecosystem.
  • The Minecraft Creator Platform is implementing specific strategies to maintain healthy monetization models within the increasingly competitive user-generated content market.
The UNBOXING PodcastDec 2023
Cover of Venture Capital Discovers a $150bn Industry
Article

Venture Capital Discovers a $150bn Industry

The global gaming industry has reached a valuation of approximately $150 billion, surpassing the combined scale of the film and music sectors.

  • The global gaming industry has reached a $150 billion valuation, now exceeding the combined scale of the film and music sectors.
  • Roblox has achieved a $4 billion valuation from Andreessen Horowitz, marking a significant premium over Microsoft’s $2.5 billion acquisition of Mojang in 2014.
  • Roblox’s monthly active user base has tripled to 115 million, with financial projections estimating over $1 billion in revenue for 2020.
SuperJoostMar 2020
Cover of Facts and Figures about Games Industry in Nordic Countries
Article

Facts and Figures about Games Industry in Nordic Countries

The Nordic games industry serves as a prominent model for international development, characterized by significant economic growth, high-profile acquisitions, and robust government support.

  • The Finnish games industry experienced rapid growth between 2009 and 2015, with employment increasing from 1,020 to 2,700 jobs and annual turnover rising from €900 million to €2.4 billion.
  • Sweden dominates the Nordic games market, accounting for 36% of the region's total volume and value, followed by Norway at 25%, and Denmark and Finland at approximately 20% each.
  • High-profile acquisitions of Nordic firms include Microsoft’s €2.18 billion purchase of Mojang in 2014 and Activision Blizzard’s €5.15 billion acquisition of King.
FLEGA – Flemish Games AssociationMay 2016