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Cover of Apps and Trends to Watch: Engagement Strategies Fueling Learna and Pengu’s Rise
Article

Apps and Trends to Watch: Engagement Strategies Fueling Learna and Pengu’s Rise

Breakout growth in the mobile app ecosystem is increasingly driven by the strategic application of proven engagement mechanics to new categories rather than the invention of entirely novel systems.

  • Sustainable growth in the mobile app market is driven by applying proven behavioral mechanics—such as habit loops and social accountability—to new categories rather than inventing novel systems.
  • Learna has scaled in the U.S. iOS education market by integrating AI-powered tutoring with visible streak systems and granular progress tracking to convert solitary learning into a daily habit.
  • Pengu drives user retention in the social networking category by utilizing a digital pet co-parenting model that leverages social accountability as a primary engagement hook.
LiftoffFeb 2026
Article

What Game Descriptions Tell Us About the Rise of Co-op

An analysis of Steam capsule descriptions from 2020 to 2025 reveals shifting trends in game development and market positioning.

  • Only 6.5% of games released on Steam in 2025 achieved the $100,000 lifetime revenue threshold, highlighting the high barrier to commercial success.
  • The use of the term 'co-op' in descriptions for successful games nearly doubled between 2022 and 2023, rising from 3.2% to 5.8%.
  • The descriptor 'cozy' experienced a 700% increase in usage across new game descriptions between 2020 and 2025.
GameDiscoverCoFeb 2026
Cover of SayGames’ Kate Dekalenkova on Vietnam’s Rapid Rise and the Shift Toward Hybrid Casual
5 min
Gamigion5 min

SayGames’ Kate Dekalenkova on Vietnam’s Rapid Rise and the Shift Toward Hybrid Casual

The Vietnamese mobile gaming ecosystem is undergoing a rapid maturation, transitioning from a hyper-casual foundation toward more complex hybrid-casual and midcore models.

  • Vietnam’s mobile game development ecosystem is identified as the fastest-evolving market globally, characterized by a rapid transition from hyper-casual titles toward hybrid-casual and midcore genres.
  • SayGames is actively seeking to replicate its success in the Korean market by establishing long-term partnerships with top-tier Vietnamese studios.
  • The primary challenge for publishers like SayGames in Vietnam is identifying studios that share a long-term vision and a commitment to high-quality product development rather than short-term ad-based gains.
GamigionJan 2026
Cover of Second Time Lucky: Rise of the Steam Machines?
Article

Second Time Lucky: Rise of the Steam Machines?

The recent announcement of new hardware from Valve—specifically a second-generation Steam Machine, a new Steam controller, and the Steam Frame VR device—marks a significant evolution in the company’s strategy to expand its PC-centric ecosystem into the living room.

  • Valve is launching a second-generation Steam Machine, a new controller, and the Steam Frame VR device to extend its PC ecosystem into the living room.
  • Unlike the 2013 launch, the new hardware leverages the maturity of Proton to solve previous Linux emulation issues and build on the success of the Steam Deck.
  • Valve projects sales of 7–10 million units for the new Steam Machines over the next five years, targeting its existing base of 170–200 million monthly active Steam users.
GameDiscoverCoNov 2025
Cover of The Rise of Sophisticated Onboarding Funnels
Article

The Rise of Sophisticated Onboarding Funnels

Mobile game development is undergoing a fundamental transformation as studios abandon deceptive advertising practices in favor of sophisticated, integrated onboarding funnels.

  • Mobile studios are shifting from deceptive advertising to 'Trojan Horse' onboarding funnels that embed hyper-casual mini-games into complex titles like 4X strategy and social casino games.
  • This creative-first approach integrates marketing concepts directly into core game design to lower customer acquisition costs and increase long-term player lifetime value.
  • The adoption of integrated onboarding is a strategic response to the post-IDFA landscape, where precise user targeting is restricted and revenue must be driven by tighter alignment between ad monetization and in-app purchases.
Brutally HonestNov 2025
Cover of Global Mobile Apps in September: September 2025 Market Trends
Article

Global Mobile Apps in September: September 2025 Market Trends

The September 2025 snapshot of the global mobile app market highlights a sharp rise in AI-driven content and continued dominance of micro-drama platforms.

  • Gemini’s 'Nano Banana' image-generation model became the top-downloaded app in September 2025, driven by over 200 million user edits.
  • Micro-drama platforms remain a dominant advertising force, with NetShort maintaining a top-five position through 270,000 deduplicated creatives and FlareFlow reaching the top-ten by launching 193,000 new ads across 79 regions.
  • NetShort’s Spanish-dubbed drama 'Camino de Gloria Celestial' led the market with 150 million impressions, highlighting the effectiveness of localized content in the micro-drama sector.
SocialPetaOct 2025
Cover of SEA of Opportunities: Exploring the Rise of Southeast Asia Video Games Market
Article

SEA of Opportunities: Exploring the Rise of Southeast Asia Video Games Market

The video game market in Southeast Asia represents a significant, albeit complex, growth opportunity for industry stakeholders.

  • The Southeast Asia video game market is projected to reach $6.47 billion by 2029, growing from $5.37 billion in 2024 (5.2% YoY growth) and an estimated $5.47 billion in 2025 (1.8% growth).
  • The number of gamers in Southeast Asia is expected to grow from 285.82 million in 2024 to 324.4 million in 2029, with an annual ARPU projected to reach $19.96 by 2029 from $18.80 in 2024.
  • Southeast Asian gamers are highly social, with over 45% desiring in-game chat and ranking features, and 52% watching game livestreams, which is higher than the Asia-MENA average of 45%.
Niko PartnersSep 2025
Cover of The Rise of the First-Person Sim: How Roadside Research Hit 250k Wishlists, Fast
Article

The Rise of the First-Person Sim: How Roadside Research Hit 250k Wishlists, Fast

The first-person simulator genre has emerged as a significant growth area within the PC gaming market, characterized by accessible gameplay loops and high streamer compatibility.

  • Streamer-centric design is now a primary driver for commercial success, evidenced by Waterpark Simulator generating approximately $2.3 million in gross revenue and 250,000 units sold in its first month through influencer coverage.
  • High-concept, genre-blending titles are achieving rapid market traction, with Roadside Research securing 250,000 Steam wishlists by pairing standard gas station management mechanics with a supernatural alien narrative.
  • The simulator market is highly saturated, with 38 titles containing 'Simulator' in the name launching in August 2025 alone, necessitating unique hooks to stand out.
GameDiscoverCoSep 2025
Cover of Vietnam’s Rise Is the most inspiring story in Gaming by Felix Braberg
9 min
Two & a Half Gamers9 min

Vietnam’s Rise Is the most inspiring story in Gaming by Felix Braberg

Vietnam has emerged as a significant force in the global mobile gaming industry, characterized by a rapid expansion in both the number of active studios and their collective revenue generation.

  • Vietnam has established itself as a global mobile gaming powerhouse, with OneSoft currently ranking as the third-largest publisher worldwide by download volume.
  • The local ecosystem is expanding rapidly, with the number of Vietnamese studios achieving over one million monthly downloads increasing by 64%—from 44 to 72—in just five months.
  • Vietnamese studios are successfully pivoting from ad-supported hypercasual models to more sustainable in-app purchase (IAP) revenue streams.
Two & a Half GamersAug 2025
Cover of IGG Inc 2025 Interim Results
Financial report23 pages

IGG Inc 2025 Interim Results

IGG Inc’s 2025 interim results highlight the company’s strategic transition toward a diversified portfolio of mobile games and application-based businesses.

  • IGG Inc reported H1 2025 consolidated revenue of HK$2,721 million, maintaining flat year-over-year growth while achieving a net profit of HK$325 million with a 14% net profit margin.
  • The company’s APP Business segment emerged as a primary growth engine, recording a 30% revenue increase to HK$530 million.
  • Revenue from legacy core strategy title Lords Mobile declined by 14%, which was offset by growth in newer titles Doomsday: Last Survivors (+6%) and Viking Rise (+18%).
IGGAug 2025
Cover of “It was a bad publishing contract”: The Creators of Rise of Industry Earned Almost Nothing
Article

“It was a bad publishing contract”: The Creators of Rise of Industry Earned Almost Nothing

The case of Rise of Industry highlights the significant financial risks independent developers face when entering into publishing agreements that fail to account for operational overhead.

  • Alex Mochi, founder of Dapper Penguin Studios, claims he was forced to sell the IP for 'Rise of Industry' to publisher Kalypso Media for $5,000 to avoid bankruptcy despite the game generating millions in revenue.
  • The original 2016 contract provided a $75,000 advance and a 50/50 revenue split, which increased to 60% for the developer after the publisher recouped $100,000.
  • By 2021, Dapper Penguin Studios had accumulated $140,000 in debt, as the revenue figures did not account for Steam commissions, taxes, and internal development costs.
Game World ObserverAug 2025
Cover of Embracer Group Q1 Interim Report: FY 2025/26
Financial report19 pages

Embracer Group Q1 Interim Report: FY 2025/26

The Embracer Group Q1 interim report for the 2025/26 fiscal year details a period of strategic transition characterized by significant divestments and a focus on operational restructuring.

  • Embracer Group reported net sales of SEK 3,355 million, a 31% year-over-year decline driven primarily by the divestment of major assets including Gearbox and Saber.
  • The company maintains a strong liquidity position with SEK 4,926 million in net cash and total available funds of SEK 12.7 billion.
  • The Entertainment & Services segment grew by 41%, bolstered by licensing revenue from Middle-earth Enterprises and strong partner business performance.
Embracer GroupAug 2025