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Cover of Benefits of Video Games in K-12 Education
Report34 pages

Benefits of Video Games in K-12 Education

The document is a report from the Higher Education Video Game Alliance (HEVGA) and the Entertainment Software Association (ESA) on the use of video games in K-12 education in the United States.

  • The report cites ESA research indicating that more than three quarters of children under 18 play video games at least weekly.
  • The authors state that there is good evidence to suggest that students develop better attitudes toward learning and demonstrate higher levels of engagement when game-based learning is included in the curriculum.
  • The authors argue that games let students work through problems at their own pace, since a student can repeat a well-designed game as many times as needed.
Higher Education Video Game Alliance
Article

New European Parliament Report: Europe's Video Game Industry's Role in the Creative and Cultural Economy

The European Parliament's Culture Committee has adopted a report on esports and video games, led by rapporteur Laurence Farreng, that recognises the sector's place in the EU's creative and digital economy.

  • The European Parliament has officially recognized the video game industry as a vital component of the European creative and cultural economy.
  • The sector employed over 98,000 people in 2020, representing a 7.6% growth in jobs compared to 2019, with a heavy concentration in small and medium-sized enterprises (SMEs).
  • Europe’s video game market generated €23.3 billion in revenue in 2021, maintaining stability despite shifting market conditions.
Video Games Europe
Cover of Video Game Market Update: Q3 2026
Report44 pages

Video Game Market Update: Q3 2026

This Aream & Co. market update, covering Q3 2026 and subscriber-only, reviews the video game sector using data from InvestGame, Sensor Tower, Alinea Analytics and FactSet, with figures as of 30 September 2026.

  • Q3-26 M&A recorded 54 deals worth 57.8bn, with the 55bn EA take-private closing in August.
  • Mobile IAP spend fell 7% year on year in Q3-26 to 19.6bn, on a smaller installed base.
  • Console revenue fell 12% year on year to 14.1bn in the latest reported period, the steepest quarterly drop in two years, with all three platforms declining.
Aream & Co
Cover of The Video Game Industry: A Resource for Organizers
Report31 pages

The Video Game Industry: A Resource for Organizers

The document is a 2022 resource published by UNI Global Union, supported by the Strategic Organizing Center, that profiles the video game industry for workers and unions.

  • Low pay was the most commonly cited workplace problem among survey respondents who reported at least one issue, at 66 percent.
  • Of respondents answering the union question, 79 percent said they would definitely or somewhat support forming a union at their workplace.
  • Mobile games accounted for 52 percent of industry revenue in 2021, roughly US$90 billion, according to NewZoo.
UNI Global Union
Cover of U.S. Video Game Industry: Technological Advancements and Privacy Issues
Report14 pages

U.S. Video Game Industry: Technological Advancements and Privacy Issues

The U.S. video game industry, a significant global economic force with over two billion gamers, faces critical challenges related to rapid technological advancement and escalating privacy concerns.

  • The U.S. video game industry is a $60.4 billion annual revenue sector employing 240,000 people across more than 42,000 businesses.
  • Gaming platforms face severe cybersecurity threats, evidenced by 12 billion cyberattacks recorded against gaming websites over a 17-month period.
  • Privacy risks are exacerbated by the re-identification of anonymized data and the use of psychometric evaluations, necessitating investments in specialized cybersecurity engineering similar to models used by Microsoft.
Lundquist College of Business
Cover of Video Game Market Update: Q2 2026
Report43 pages

Video Game Market Update: Q2 2026

Aream & Co., a gaming-focused investment bank, publishes this Q2 2026 market update covering the video game industry.

  • Private gaming investment reached 3.1bn in Q2 2026, up roughly 6x year on year, on broadly stable deal count.
  • M&A reached 54 transactions with 2.3bn of capital deployed in Q2 2026.
  • Steam posted double-digit growth, with trailing twelve-month revenue up 13% year on year.
Aream & Co
Cover of Essential Facts About the U.S. Video Game Industry: 2026
Report23 pages

Essential Facts About the U.S. Video Game Industry: 2026

The "Essential Facts About the U.S.

  • The U.S. video game industry reaches 212.3 million Americans, representing 67% of the total population.
  • The average American gamer is 37 years old, with a gender distribution that is nearly equal across all generations.
  • Gaming is a primary social activity, with 70% of players interacting with others and 81% of gaming parents playing alongside their children.
Entertainment Software Association