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SuperJoost
The dataset uses audited financial statements for public firms and estimates for private entities.
The provided methodology outlines the analytical framework used to track the interactive entertainment industry through a proprietary database of 387 companies. Spanning from 1985 to the present, the dataset serves as the foundation for evaluating market trends, revenue distribution, and industry concentration. By collecting data on revenue, profit margins, R&D spending, and headcount, the analysis provides a granular view of the global gaming landscape across North America, Europe, Asia, and other regions.
The methodology emphasizes precision in defining market participation by isolating game-specific revenue from broader corporate activities. Subsidiaries are consolidated under parent organizations to ensure accurate concentration metrics, and fiscal years are standardized to align with calendar-year reporting. The analysis utilizes three distinct market definitions—game publishing only, publishing plus platform operations, and all-inclusive activities—to provide context-specific insights into value creation and capture.
To assess market structure and consolidation, the framework employs standard antitrust tools, specifically the Concentration Ratio (CR) and the Herfindahl-Hirschman Index (HHI). These metrics are benchmarked against current regulatory thresholds from the United States, the European Commission, and China to determine whether market segments are unconcentrated, moderately concentrated, or highly concentrated.
Data integrity is maintained through a combination of audited financial filings for public entities and informed estimates for private firms. The database is treated as a living document, subject to historical revisions as new information emerges. To ensure statistical reliability, specific thresholds are applied to device categories and concentration calculations, requiring a minimum number of firms and revenue volume before data is included in charts. Pro-forma adjustments are also utilized to reflect the impact of pending or recently closed mergers and acquisitions on market control.
Tencent HoldingsCompany · China · founded 1998 · 656 documents
Riot GamesCompany · United States · founded 2006 · 298 documents
Sony GroupCompany · Game company · 754 documents
MicrosoftCompany · United States · founded 1975 · 1,020 documents
AppleCompany · United States · founded 1976 · 1,394 documents
GoogleCompany · Technology · 1,555 documents
ValveCompany · United States · founded 1996 · 348 documents
NintendoCompany · Japan · founded 1889 · 1,348 documents
RobloxCompany · Game company · 726 documents
Electronic ArtsCompany · United States · founded 1982 · 369 documentsThe games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
SuperJoost · 2026
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