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Riot

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Cover of Les Français et le jeu vidéo: 2026
Report32 pages

Les Français et le jeu vidéo: 2026

Video games have become a foundational element of French culture, with 38.7 million individuals—representing seven out of ten citizens—engaging with the medium as of 2026.

  • As of 2026, 38.7 million French citizens—seven out of ten people—engage with video games, maintaining an equal gender split and an average player age of 40.
  • Market engagement is high, with 90 percent of buyers playing at least weekly across an average of 2.1 platforms, primarily utilizing a mix of physical, digital, and subscription models.
  • Gaming is a primary social medium in France, as 63 percent of players participate in multiplayer experiences that frequently lead to the formation of real-world friendships.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsOct 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 Corporate Overhaul: Why Does CVC Play a Bigger Role Than Ever?
Report9 pages

Corporate Overhaul: Why Does CVC Play a Bigger Role Than Ever?

The analysis demonstrates that corporate venture capital (CVC) has become the dominant force in gaming investment from 2020 to 2024, accounting for more than half of all capital raised in the sector.

  • Corporate venture capital (CVC) has become the dominant force in gaming investment from 2020 to 2024, accounting for over half of all capital raised with $4.0 billion across 93 CVC-led deals.
  • Investment strategies have shifted toward co-investment models between CVCs and traditional VCs, which collectively raised $3.5 billion across 80 deals to spread risk and access high-profile startups.
  • Asian firms, specifically from South Korea and Japan, are the most active investors, completing 105 deals worth $1.8 billion and surpassing Western peers in total deal volume.
InvestGameFeb 2025
Cover of The Alumni Effect: A Deep Dive into Studios Founded by Ex-Rioters
Report6 pages

The Alumni Effect: A Deep Dive into Studios Founded by Ex-Rioters

The emergence of startups founded by former Riot Games employees represents a significant sub-sector of the venture capital landscape in gaming.

  • Startups founded by former Riot Games employees have raised nearly $500 million across 27 companies since 2020.
  • Ex-Riot founders command a 53% premium in average round size, securing $11 million per round compared to the $7 million industry average.
  • Venture capital firms Andreessen Horowitz and Bitkraft Ventures are the primary backers, participating in deals worth $339.3 million and $236.3 million respectively.
InvestGameJan 2024
Cover of Videojuegos en el aula
Report14 pages

Videojuegos en el aula

Spanish educators are progressively integrating video games into classroom practice, positioning interactive media as legitimate learning tools rather than mere entertainment.

  • Video games are being integrated into over 1,000 Spanish schools as legitimate pedagogical tools to teach subjects ranging from mathematics and language to civic values and mental health.
  • The Spanish educational ecosystem utilizes a diverse portfolio of serious games, including Minecraft Education Edition, EduZland, BetterWorld, Planet Rescuers, Koral, Endling, and Teacher+.
  • Game-based learning in Spain is supported by a broad coalition of major global publishers, including Riot Games, Ubisoft, and Take-Two Interactive, alongside specialized university-based game schools.
AEVIJan 2023
Cover of Global Esports and Live Streaming Market Report
Report2 pages

Global Esports and Live Streaming Market Report

The report outlines the global esports and live-streaming landscape for 2022, emphasizing key tournaments, viewership metrics, and emerging strategic shifts by major publishers.

  • Counter-Strike: Global Offensive led 2022 viewership with the PGL Major Antwerp recording 10.5 million hours watched and an average concurrent viewership of 96.7k.
  • Riot Games is shifting its Valorant esports strategy from high-cost franchising to a partnership model that eliminates franchise fees in favor of financial stipends.
  • Major esports titles including Dota 2 and League of Legends events generated over 20 million hours of combined viewership in 2022.
NewzooMay 2022
Cover of Esports Rising: State of the Global Esports Market
Report16 pages

Esports Rising: State of the Global Esports Market

The global esports market is experiencing a period of robust expansion, characterized by double-digit growth in both viewership and revenue.

  • The global esports market is projected to reach $1.08 billion in revenue by the end of 2021, marking a 14.5% year-over-year increase driven primarily by sponsorships and media rights.
  • Total hours watched on major streaming platforms like Twitch and YouTube surged by 76% in 2020, with the global audience expected to exceed 577 million viewers by 2024.
  • China remains the dominant market leader, holding the largest share of global esports revenue and the highest concentration of enthusiasts.
NewzooMay 2021
Cover of Developer Satisfaction Survey 2015: Industry Trends and Future Outlook Report
Report34 pages

Developer Satisfaction Survey 2015: Industry Trends and Future Outlook Report

The 2015 game industry landscape reflects a complex dichotomy between individual professional fulfillment and systemic cultural anxiety.

  • Over 50% of the nearly 3,000 surveyed professionals believe the public views the game industry negatively due to high-profile controversies regarding sexism, racism, and toxic workplace conditions.
  • Female and transgender developers report a significantly higher awareness of and exposure to discriminatory practices within both the workforce and game content.
  • Despite cultural concerns, the industry maintains a stable growth trajectory with developers expressing optimism for technological innovation and career prospects.
International Game Developers’ AssociationJan 2016
Cover of The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees
Report6 pages

The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees

The analysis examines venture capital activity directed toward studios founded by former Activision Blizzard employees between 2020 and 2024.

  • Between 2020 and 2024, 30 studios founded by former Activision Blizzard employees secured approximately $0.7 billion in venture capital across 45 funding rounds.
  • Ex-Activision studios demonstrate a 'first-round momentum' effect, being roughly four times more likely than peer startups to secure a second round of financing within the same calendar year.
  • Investor confidence in alumni teams peaked in 2021, when 43% of ex-Activision studios raised a subsequent round compared to only 9% of broader gaming startups.
InvestGame