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Cover of Financial Results Q1 2024
Financial report15 pages

Financial Results Q1 2024

PCF Group S.A. reported its financial results for the first quarter of 2024, highlighting a period of significant revenue growth and improved profitability.

  • PCF Group achieved a net profit of 11.0 million PLN in Q1 2024, a significant turnaround from the 0.9 million PLN net loss recorded in Q1 2023.
  • Quarterly revenue grew to 56.9 million PLN, up from 34.9 million PLN in the prior year, driven by the release of Bulletstorm VR and progress on Project Maverick.
  • EBITDA rose to 11.0 million PLN, compared to 3.0 million PLN in Q1 2023, reflecting a disciplined cost approach alongside higher revenue.
PCF GroupMay 2024
Cover of Deep-dive into Google Privacy Sandbox. Same disaster as Apple ATT? When is it happening? (#57)
42 min
Two & a Half Gamers42 min

Deep-dive into Google Privacy Sandbox. Same disaster as Apple ATT? When is it happening? (#57)

Google’s Privacy Sandbox represents a fundamental shift in digital advertising, aiming to preserve performance marketing capabilities on Chrome and Android without relying on third-party cookies or device-level identifiers like the GAID.

  • Google’s Privacy Sandbox replaces third-party cookies and GAID with on-device, audience-level data processing to maintain ad targeting while keeping sensitive user information local.
  • Major implementation changes for Chrome and Android are scheduled to occur between late 2024 and 2025.
  • Unlike Apple’s App Tracking Transparency (ATT), which severely restricted retargeting, the Privacy Sandbox architecture is specifically designed to preserve retargeting capabilities for advertisers.
Two & a Half GamersMay 2024
Cover of Deep & actionable SKAN 4.0 breakdown with Eran from Singular. What to expect from SKAN 4.0? (#55)
53 min
Two & a Half Gamers53 min

Deep & actionable SKAN 4.0 breakdown with Eran from Singular. What to expect from SKAN 4.0? (#55)

Apple’s SKAN 4.0 framework represents a pivotal shift in mobile attribution, moving beyond the restrictive 24-hour measurement windows of its predecessor to provide a more comprehensive view of long-term user behavior.

  • SKAN 4.0 introduces three distinct conversion windows at 2, 7, and 35 days, enabling the measurement of long-term metrics like D35 return on ad spend.
  • The framework expands source identifiers from 100 to 10,000, theoretically allowing for significantly deeper analysis of ad-set, creative, and placement performance.
  • Access to high-fidelity data is gated by crowd anonymity tiers, meaning only high-volume advertisers will consistently receive the most granular reporting.
Two & a Half GamersMay 2024
Cover of two & a half gamers session #51 - Live Special @ Gamesforum Barcelona
37 min
Two & a Half Gamers37 min

two & a half gamers session #51 - Live Special @ Gamesforum Barcelona

The mobile gaming industry is currently undergoing a structural shift toward aggressive monetization and rapid capital recovery.

  • Mobile game developers have shifted from one-year payback targets to aggressive 30-to-90-day windows to combat global economic uncertainty and ensure rapid capital recovery.
  • Studios are increasingly prioritizing ad-monetized titles and low-cost user acquisition strategies to maintain financial viability in a competitive market.
  • Transitioning to advanced mediation solutions like AppLovin’s MAX can generate a 6 to 7 percent revenue uplift, provided that ad formats and end-card configurations are meticulously managed.
Two & a Half GamersMay 2024
Cover of two & a half gamers session #24 - 1 year after IDFA Apocalypse. State of the UA, Admon & retargeting
46 min
Two & a Half Gamers46 min

two & a half gamers session #24 - 1 year after IDFA Apocalypse. State of the UA, Admon & retargeting

The mobile gaming industry has successfully navigated the initial disruption caused by Apple’s App Tracking Transparency (ATT) framework, moving beyond the narrative of an industry apocalypse toward a more sophisticated, privacy-centric operational model.

  • Optimizing pre-prompt messaging and timing is critical for iOS user acquisition; effective implementation can increase opt-in rates from a baseline of 15–20% to as high as 40–54%.
  • Retargeting remains a vital performance channel, with sophisticated studios now hiring dedicated specialists and using verifiable incrementality studies—often involving control groups—to justify spend and measure true ROI.
  • The industry has shifted toward a more fluid budget allocation strategy between iOS and Android, moving away from the initial post-IDFA panic that caused a mass migration of spend toward Android.
Two & a Half GamersMay 2024
Cover of V Rising’s Full Release Falls Short of Early Access Hype on Live Streaming
Article

V Rising’s Full Release Falls Short of Early Access Hype on Live Streaming

The full release of the survival-action RPG V Rising failed to replicate the significant live-streaming momentum achieved during its initial early access launch in 2022.

  • V Rising’s full release in May 2024 generated 9.2 million hours watched in its first two weeks, representing only 45% of the 20.4 million hours recorded during the first two weeks of its May 2022 early access launch.
  • Creator engagement dropped significantly between the two launches, with the number of unique channels covering the game falling from 32.5K during the early access debut to 15.7K for the full release.
  • Despite the decline in streaming performance, V Rising achieved 3.9 million copies sold by February 2024, positioning it as a strong performer in the survival genre alongside titles like The Forest.
Stream HatchetMay 2024
Cover of Indie Titles Like Palworld Dominate New Release Viewership for Q1 2024
Article

Indie Titles Like Palworld Dominate New Release Viewership for Q1 2024

The first quarter of 2024 demonstrated a significant shift in live-streaming viewership, as indie titles outperformed established franchises and competitive esports staples.

  • Palworld was the top-performing new release of Q1 2024, generating 95.2 million hours watched in its first 30 days, which is 25 million hours more than the Q1 2023 leader, Hogwarts Legacy.
  • Action games dominated new release viewership in Q1 2024, accounting for 184 million hours watched or 31.6% of the total hours for all new releases.
  • Supermarket Simulator achieved a 194% increase in daily viewership during its first 30 days compared to its first week, reaching 20 million total hours watched and securing the #5 spot for new releases.
Stream HatchetApr 2024
Cover of Live Q&A for Inside2024
55 min
How To Market A Game55 min

Live Q&A for Inside2024

The current landscape for independent game development is defined by a transition away from the era of cheap credit and zero-interest rates, which previously sustained an artificial bubble of over-hiring and speculative investment.

  • Steam Next Fest is a critical marketing milestone that requires a minimum of 7,000 wishlists to effectively leverage platform algorithms and secure a position on the Popular Upcoming ladder.
  • Developers should treat Steam Next Fest as a final marketing event rather than a debut, ensuring demos are fully polished and supported by a sustained six-month marketing cycle.
  • Cursor-based genres like city builders, crafting, and strategy games consistently outperform character-driven titles on Steam, with the exception of horror games that can achieve visibility through viral social media.
How To Market A GameApr 2024
Cover of Rocket League Esports Returns to Copper Box Arena in London
Article

Rocket League Esports Returns to Copper Box Arena in London

The tournament organizer BLAST has announced that the Rocket League Championship Series (RLCS) will return to the Copper Box Arena in London for the second Major of 2024.

  • Tournament organizer BLAST will host the Rocket League Championship Series (RLCS) Major 2 at the Copper Box Arena in London from June 20–23, 2024.
  • The event features a total prize pool of $255,000 USD.
  • Participating teams will compete for prize money and RLCS points required to qualify for the Rocket League World Championship in September.
The Esports AdvocateMar 2024
Cover of The Art of Achieving Peak Performance with John Wright, Jennifer Donahoe & Di Weng
25 min
Deconstructor of Fun25 min

The Art of Achieving Peak Performance with John Wright, Jennifer Donahoe & Di Weng

This discussion outlines a strategic framework for mobile game development and user acquisition, emphasizing a lifecycle-based approach to achieving peak performance.

  • Modern user acquisition relies on automated bidding strategies, such as value-based bidding and ROAS optimization, to hit specific day-three or day-seven performance goals.
  • Game development follows a four-stage lifecycle: MVP for core loop validation, Alpha for testing long-term retention with four to six hours of content, soft launch, and hard launch.
  • Monetization strategies have shifted from pure in-app purchases (IAP) to hybrid models that capture revenue from both paying users and ad-engaged players.
Deconstructor of FunMar 2024
Cover of PGL Lays Out 2024-2026 Roadmap for Dota 2 Esports
Article

PGL Lays Out 2024-2026 Roadmap for Dota 2 Esports

PGL has announced a comprehensive multi-year roadmap for Dota 2 esports, committing to host a minimum of eight major tournaments between 2024 and 2026.

  • PGL has committed to hosting at least eight major Dota 2 tournaments between 2024 and 2026, with each event featuring a $1 million USD prize pool.
  • The tournament series kicks off with PGL Wallachia Season #1, scheduled for May 10–19, 2024, at PGL Studios in Bucharest, Romania.
  • Each of the eight planned tournaments will feature a 16-team format determined through open and closed qualification rounds.
The Esports AdvocateMar 2024
Cover of The Games We Watched: Lurkit’s Top 500 Streaming Report Q1 2024
Report24 pages

The Games We Watched: Lurkit’s Top 500 Streaming Report Q1 2024

The global game streaming market experienced a 10% year-over-year growth in the first quarter of 2024, with the top 500 titles on Twitch generating 3.8 billion hours of watch time.

  • The global game streaming market grew 10% year-over-year in Q1 2024, with the top 500 titles on Twitch generating 3.8 billion hours of watch time.
  • Market dominance by the top ten developers is softening, with their collective market share dropping from 63% to 59% compared to the previous year.
  • Grand Theft Auto V and League of Legends remain the market leaders, recording 479 million and 379 million hours watched respectively.
LurkitMar 2024