Skip to main content
Game Industry
Library
Library
Search
Ask AI
News
Connect your AI
Browse
The Catch Up
Topics
Collections
Writers
Help
Subscribe
Game Industry
Library
Library
Search
Ask AI
Saved
Library
194 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Game Publishing
Market Analysis
Global
Game Development
PC
Investment
Marketing
Console
Steam
Monetization
Europe
Germany
Mobile
Japan
User Acquisition
Mergers & Acquisitions
France
Funding
Clear
Filters
1
Game Publishing
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Report
1 pages
CEDEC 2025 Schedule Announcement
CEDEC 2025 will take place from July 22–24, 2025, shifting the conference approximately one month earlier than its traditional late-August schedule.
The call for session proposals opens on January 6, 2025, with a strict submission deadline of February 17, 2025, at 10 a.m. JST.
Selection results for proposed sessions will be communicated to applicants in late March 2025.
Marketing
Game Publishing
Game Development
+1
Computer Entertainment Developers Association
Sept 2024
Presentation
12 pages
Wyniki Finansowe 9M23
PCF Group S.A. grew its total workforce to 722 employees by September 30, 2023, up from 612 in 2022 and 495 in 2021.
The company maintains a global footprint with 473 employees in Europe and 249 in North America, operating across hubs including Warsaw, Newcastle, Dublin, Montreal, and New York.
The organizational structure is heavily weighted toward production, with the majority of the 722 staff comprised of developers and quality assurance professionals.
Investment
Funding
Game Publishing
PCF Group
Nov 2023
Presentation
14 pages
Results Presentation: First Nine Months 2022
People Can Fly is aggressively pivoting from a work-for-hire model to self-publishing, evidenced by a surge in development work in progress from 25.9 million PLN at the end of 2021 to 95.7 million PLN by September 30, 2022.
The company experienced a financial contraction in the first nine months of 2022, with EBITDA falling to 40.3 million PLN from 54.9 million PLN and net profit dropping to 42.1 million PLN, largely due to the termination of a major development agreement with Take-Two Interactive.
The studio is scaling its global operations rapidly, increasing its total headcount by 44% from 425 employees in September 2021 to 614 by September 2022 across nine locations in Europe and North America.
Investment
Game Publishing
Mergers & Acquisitions
PCF Group
Nov 2022
Presentation
43 pages
1Q FY2022 Presentation Material: October to December 2021
CyberAgent’s consolidated sales reached 171 billion yen in 1Q FY2022, with operating profit nearly tripling to 19.8 billion yen.
The Game business segment saw sales nearly double to 58.3 billion yen, driven by the success of 'Uma Musume Pretty Derby' which exceeded 12 million downloads.
Operating profit for the Game segment grew 15.1-fold year-over-year, though management remains cautious about full-year forecasts due to gaming market volatility.
Market Analysis
Advertising
Game Publishing
+1
CyberAgent
Jan 2022
Report
91 pages
Annual Report 2022
Games Workshop achieved record financial performance for the fiscal year ending May 29, 2022, with £414.8 million in total revenue and £156.5 million in profit before tax.
Licensing revenue nearly doubled to £28.0 million, driven by major partnerships including Nexon, which helped offset a 5.6% decline in core gross margins caused by rising freight and inventory costs.
The company maintained a debt-free balance sheet and returned £77.1 million in dividends to shareholders, reflecting a continued commitment to surplus cash distribution.
Investment
Game Publishing
UK
Games Workshop Group
Jan 2022
Report
89 pages
Annual Report 2021
Games Workshop achieved record financial results in fiscal year 2021, with revenue increasing 31% to £353.2 million and profit before tax surpassing £150 million.
Online sales surged by 70%, effectively offsetting the impact of global retail lockdowns and supporting the successful launch of the latest Warhammer 40,000 edition.
The company maintains a debt-free balance sheet with £85.2 million in cash, enabling a dividend increase to 235 pence per share and £13.2 million in employee profit-sharing.
Investment
Game Publishing
UK
Games Workshop Group
Aug 2021
Presentation
50 pages
3Q FY2021 Presentation Material: April to June 2021
CyberAgent’s consolidated sales grew 70.3% year-over-year to 192.2 billion yen in 3Q FY2021, with operating profit increasing more than fivefold to 44.5 billion yen.
The 'Uma Musume Pretty Derby' game drove a 151.7% increase in gaming segment sales and a 480% surge in operating profit, reaching nine million downloads within five months of launch.
Driven by the success of 'Uma Musume', CyberAgent revised its full-year forecasts upward to 650 billion yen in sales and 100 billion yen in operating profit.
Market Analysis
Advertising
Game Publishing
+1
CyberAgent
Jul 2021
Report
25 pages
Intellectual Property in the Mobile Games Market 2021: An Analysis of IPs in U.S. Mobile Gaming
While IP-based games represent only 9 percent of the total U.S. mobile market, they account for 23 percent of player spending and 17 percent of all downloads.
Video game-based IPs are the leading category, generating one-third of all licensed mobile game revenue in 2020.
Manga is the fastest-growing IP category, experiencing a 54 percent year-over-year revenue increase.
Market Analysis
Mobile
USA
+3
Sensor Tower
Jan 2021
Report
16 pages
Spillrapporten 2019/2020
The Norwegian gaming industry is currently experiencing a period of significant growth.
The government has established a new national gaming strategy titled 'Spillerom' to guide development for the period 2020 and beyond.
A primary objective of the current industry analysis is to establish a robust, comparable knowledge base of statistics and data for the gaming sector.
Market Analysis
Player Demographics
Game Publishing
Norsk Spill- og Multimedieforening
Jan 2020
Whitepaper
49 pages
Manual on International Cooperation for BSR-Wide Game Business Development
The manual provides a comprehensive framework for international cooperation and business development specifically tailored for the Baltic Sea Region (BSR) game industry.
The document synthesizes cross-border lessons learned and strategic conclusions derived from collaborative internationalization efforts within the sector.
Recommendations are provided for diverse stakeholders, including policymakers, industry associations, and individual game development companies, to foster regional growth.
Game Development
Game Publishing
Europe
BGZ Berliner Gesellschaft für internationale Zusammenarbeit mbH
Jan 2020
Report
34 pages
The Data Behind 10 Years of Google Play (2018)
Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion total downloads, with more than 5,000 apps surpassing the $1 million revenue milestone.
Annual consumer spend on Google Play is projected to reach $42 billion by 2022, representing a 90% increase from 2017 levels.
While India leads in total download volume with 36.9 billion, Japan is the most lucrative market, contributing $25.1 billion in total consumer spend.
Market Analysis
Mobile
Global
+3
data.ai
Jan 2018
Whitepaper
59 pages
Guide RGPD pour les Développeurs de Jeux Vidéo
The General Data Protection Regulation (GDPR) serves as the primary legal framework governing the protection of personal data within the European Union.
The regulation mandates increased protection for individuals whose personal data is processed by organizations.
A core objective of the GDPR is to enforce greater accountability for all entities involved in the processing of personal data.
Game Development
Game Publishing
France
reTeenmeepe
Jan 2018
Report
104 pages
State of the Polish Video Game Industry 2017
The 2017 report on the Polish video game industry was funded by the Ministry of Culture and National Heritage, the Ministry of Development, and Creative Europe Desk Poland.
The research project for the report was coordinated by the Kraków Technology Park.
Key industry partners involved in the report include the Polish Games Association and the Indie Games Poland Foundation.
Market Analysis
Player Demographics
Europe
+1
Kraków Technology Park
Jan 2017
Whitepaper
34 pages
Le Marché Illicite de la Distribution Digitale de Jeux Vidéo sur PC: France
The illicit PC game market in France operates through unauthorized digital distribution channels that directly undermine the revenue and operational stability of official platforms.
The growth of the illicit market is driven by the consolidation of illegal distribution networks that bypass legitimate retail and digital storefronts.
Illegal market expansion is fueled by specific, identifiable illicit activities that facilitate the unauthorized acquisition and redistribution of PC gaming content.
Market Analysis
Game Publishing
PC
+1
Syndicat National du Jeu Vidéo
Jan 2015
Previous
1
…
9
10
Next