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247 reports matching your filters
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Monetization
Report
34 pages
Mobile Benchmarks Report GameAnalytics
Mobile developers are shifting toward ad-based monetization, evidenced by a 15-20% year-over-year decline in ARPPU and ARPDAU across 100,000 analyzed titles.
Top-tier mobile titles require a Day 1 retention rate of 35% and a Day 28 retention rate of 4% to remain competitive, with industry leaders often demanding a 50% Day 1 rate to greenlight projects.
Strategy and Role-Playing Games remain the highest revenue generators, while hyper-casual games rely on advertising models supported by a median eCPM of approximately $5.00.
Market Analysis
Mobile
Retention
+2
GameAnalytics
Jan 2019
Report
34 pages
10 Years, 10 Highlights of Google Play
Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion downloads, with a forecast to reach $42 billion in annual spend by 2022.
Japan is the highest-earning market with $25.1 billion in lifetime spend, significantly outperforming the United States ($19.3 billion) and South Korea ($11.2 billion).
India leads the platform in total volume with 36.9 billion downloads, highlighting a distinct global divide between high-volume emerging markets and high-monetization mature markets.
Market Analysis
Monetization
data.ai
Aug 2018
Report
15 pages
Gaming Spotlight 2017 Review
Mobile gaming solidified its market dominance in 2017, with consumer spending exceeding the combined total of home consoles, PC, Mac, and handhelds by more than one-third.
Mobile games generated nearly 80% of total consumer spending on the iOS App Store and Google Play, despite accounting for less than 40% of total app downloads.
The Asia-Pacific region, led by China, Japan, and South Korea, drove mobile growth by accounting for over 60% of all global mobile game spending.
Market Analysis
Global
Mobile
+1
App Annie
Mar 2018
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
Report
35 pages
The Data Behind 10 Years of the iOS App Store – 2018
The gaming sector is the primary economic driver of the iOS App Store, accounting for 75% of total consumer spend despite representing only 31% of total downloads.
Between 2010 and 2018, the platform generated $130 billion in consumer spend, with revenue growing at a 52% compound annual growth rate compared to a 15% growth rate for downloads.
The Asia-Pacific region now accounts for nearly 60% of global iOS revenue, with China overtaking the United States in 2016 to become the largest market for both downloads and spending.
Market Analysis
Global
Mobile
+1
data.ai
Jan 2018
Whitepaper
84 pages
Libro Blanco del Desarrollo Español de los Videojuegos
The Spanish video game industry is represented by the Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento (DEV).
The industry operates through a defined value chain that encompasses the traditional stages of video game development and production.
The report serves as a foundational white paper ('Libro Blanco') documenting the structure and professional landscape of the Spanish gaming sector.
Market Analysis
Investment
Monetization
+1
DEV – Asociacion Espanola de Empresas Productoras y Desarrolladoras de Videojuegos
Jan 2018
Report
3 pages
Essential Facts About the Computer and Video Game Industry: 2013
The U.S. computer and video game industry generated $21.53 billion in total revenue during 2013.
Consumer spending on game content reached $15.39 billion, representing the largest portion of total industry revenue.
Digital format sales experienced an 11 percent year-over-year growth rate in 2013.
Market Analysis
Player Demographics
Player Behavior
+2
Entertainment Software Association
Jan 2013
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