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Report
8 pages
The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA
Former Take-Two senior executives founded 23 startups between 2020 and 2025, securing $1.2 billion in capital across 43 deals.
Dream Games, a prominent alumni-led studio, achieved a $2.5 billion exit in July 2025, highlighting the high valuation potential of these ventures.
Alumni-led firms significantly outperform industry benchmarks, with a 60% rate of raising a second funding round within one year compared to the 20% industry average.
Market Analysis
Mobile
Investment
+2
InvestGame
Report
9 pages
Beyond the Game: How Gamification is Becoming Mainstream
Gamified non-gaming apps have surpassed mobile games in net revenue, generating $21.2 billion in Q2 2025 compared to $19.8 billion for games.
Gamified apps are driving a 24% year-over-year growth in mobile consumer spending, while traditional mobile gaming revenue has stagnated.
EdTech, Fitness & Wellness, and Entertainment & Social account for $20.7 billion in transaction value, with EdTech dominating deal volume (43%) and exit activity (45%).
Market Analysis
Monetization
Mergers & Acquisitions
+2
InvestGame
Report
90 pages
AI Eats the World
Hyperscaler capital expenditure is projected to reach $350 billion in 2025, nearly doubling 2024 levels as data-center investment outpaces office construction.
Silicon supply constraints at Nvidia and TSMC, combined with power and permitting limitations, represent the primary bottlenecks threatening to throttle AI growth.
Despite 800 million weekly active users, the paying-user base for AI models remains at approximately 5%, highlighting a significant gap in monetization.
Market Analysis
AI
Global
+1
Benedict Evans
Report
26 pages
Consumer Banking App Market and Advertising Trends 2025
Global consumer banking app downloads surpassed two billion by June 2025, with quarterly figures now exceeding half a billion.
Emerging markets are driving significant growth through apps like Nubank, Kotak Bank: 811, and BRImo, which facilitate branchless financial services.
Advertising strategies are highly localized, with YouTube capturing 63% of banking app impressions in Japan, while Facebook serves as the primary channel in South Korea and India.
Market Analysis
Advertising
Mobile
+2
Sensor Tower
Report
29 pages
Investing and Financial Management App Market and Advertising Trends 2025
Global downloads for investment and crypto trading apps rose 12% in 2025, reaching approximately five billion total downloads.
User demographics are heavily male-skewed, with crypto apps reaching over 90% male users and emerging markets like India and Vietnam reporting only 13–17% female participation.
Market preferences are geographically fragmented: U.S. and Japanese users favor established brokerages, while consumers in India and Southeast Asia prioritize local, mobile-centric platforms.
Market Analysis
Market Forecast
Advertising
+2
Sensor Tower
Report
24 pages
1H 2025 Amazon Retail Media: An Inside Look at How Brands Are Showing Up
Amazon Retail Media dominated the market in 1H 2025 with $618 million in ad spend, significantly outpacing Walmart ($236 million) and Chewy ($105 million).
Amazon’s advertiser base is nine times larger than Walmart’s, hosting 9,542 unique advertisers compared to Walmart’s 1,076.
Samsung, Unilever, and L’Oréal were the top spenders in 1H 2025, contributing $7.1 million, $5.7 million, and $5.3 million respectively.
Market Analysis
Marketing
Advertising
+2
Sensor Tower
Report
29 pages
State of Mobile 2025: Why Community Wins on Mobile
Reddit-acquired users demonstrate significantly higher lifetime value, with 41% higher Day-1 spend than other social platforms and 159% higher than digital media.
Reddit users exhibit superior long-term retention and engagement, spending 55% more time in-app on Day 1 and 103% more by Day 30 compared to other channels.
Global mobile in-app purchase revenue reached $150 billion in 2024, representing a 13% year-over-year increase, while total usage hit 4.2 trillion hours.
Market Analysis
Mobile
Marketing
+2
Reddit
Report
9 pages
Where the UGC Dollars Flow: Mapping $9B Investments in Creator Economy
The UGC gaming sector attracted $9 billion in total investment between 2020 and 2025, with $8.9 billion concentrated in late-stage and corporate deals.
Strategic investment from industry incumbents is a primary driver, highlighted by Sony/Kirkbi’s $2 billion commitment in 2022 and Disney’s $1.5 billion investment in 2024.
Creator monetization is scaling rapidly, with Roblox and Fortnite collectively disbursing approximately $1.5 billion to developers in 2024 and reporting a 38% quarterly earnings increase between Q2 and Q3 2023.
Market Analysis
UGC
Investment
+3
InvestGame
Report
11 pages
Game Data: Building vs Buying
Building an in-house data pipeline for a studio with 5 million MAU costs approximately $50,000 per month, compared to $5,900 per month for a third-party solution like GameAnalytics’ PipelineIQ Pro.
Human capital is the primary cost driver for both approaches, accounting for 89% of the budget for in-house builds and 78% for vendor-managed pipelines.
Third-party solutions offer significantly faster deployment timelines, ranging from hours to days, whereas custom in-house pipelines typically require months to implement.
Game Development
Game Publishing
Market Analysis
+1
InvestGame
Report
23 pages
Game Analytics 100: The Retention Curve
Mobile game retention follows a predictable power-law curve, modeled as r(n)=a*n^b, which allows analysts to forecast long-term player behavior using only day-1, day-3, and day-7 cohort data.
Fitting retention curves enables precise lifetime value (LTV) projections; for example, an average revenue of $1.00 per daily active user results in an LTV90 of 7.65 and an LTV180 of 10.17.
Analysts can derive the initial retention level (a) and decay exponent (b) by applying the LINEST function to logged cohort values in Excel, yielding representative curves such as r(n)=0.396*n^-0.472.
Retention
Game Design
Game Development
+2
East Side Games
Report
20 pages
A Shortcut to Your Own Game Insights Platform
GameAnalytics provides a turnkey data pipeline that eliminates the need for custom ETL development, proprietary SDKs, and ongoing infrastructure maintenance.
The platform offers two primary data delivery methods: Player Warehouse for daily refreshed, SQL-ready event tables and Raw Export for real-time JSON streaming.
A publisher utilizing Raw Export achieved a 50% increase in lifetime value (LTV) across 19 titles, while a VR MMO leveraged Player Warehouse to improve player engagement.
Game Development
Monetization
Mobile
+1
InvestGame
Whitepaper
10 pages
Your Data Tracking Plan: A Step-by-Step Guide for GameAnalytics
Establish a structured tracking plan by aligning business objectives and player behavior questions with seven predefined event categories: Session, Business, Resource, Progression, Error, Ads, and Impression.
Limit custom events to a maximum of 50 unique identifiers to maintain data integrity and prevent system clutter.
Adopt a consistent Category > Sub-Action naming framework to ensure clarity and prevent redundant or misleading data collection.
Game Development
Quality Assurance
Game Design
+1
GameAnalytics
Report
75 pages
Playing for the Planet: Untangling the Carbon Complexities of the Video Gaming Industry
Only 12 out of 222 surveyed gaming companies have committed to science-based carbon reduction targets, highlighting a significant industry-wide gap in formal climate accountability.
Scope 3 emissions—specifically purchased goods (Category 1) and the use of sold products (Category 11)—represent the dominant share of the industry's total carbon footprint.
Energy consumption during gameplay varies significantly by hardware, with current-generation consoles drawing 150–200W and PCs reaching up to 300W, compared to only a few watts for mobile devices.
Game Development
Game Publishing
Global
Playing for the Planet Alliance
Report
5 pages
East vs. West: Monetization Trends
Eastern mobile gamers demonstrate a significantly higher propensity for large transactions, with 76% of purchases exceeding $10 compared to only 42% in Western markets.
Western mobile gamers are more likely to make small-scale purchases, with 8% of spenders in the West opting for transactions under $5, contrasted with 30% in the East.
Monetization strategies in the West should prioritize value-based bundles, as these resonate more effectively with the purchasing preferences of Western players.
Market Analysis
Player Behavior
Monetization
+5
Mistplay
Report
22 pages
The 2026 State of Web Gaming Report: A Study of Developer and Gamer Perceptions
Web gaming is experiencing a resurgence as a strategic alternative to the plateauing growth observed in the PC, console, and mobile gaming sectors.
The primary driver behind the stagnation of traditional gaming platforms is an ongoing, significant challenge regarding game discoverability.
Web gaming has successfully reinvented its value proposition to address the limitations currently hindering growth in established gaming markets.
Market Analysis
Game Development
Player Behavior
+1
Poki
Jun 2026
Report
64 pages
Oświadczenie dotyczące zrównoważonego rozwoju: Polska 2025
MTG has committed to a 46.2% reduction in Scope 1–2 greenhouse gas emissions by 2031, with a 2030 target of a 40% cut in Scopes 1–2 and 25% in Scope 3 against a 2024 baseline.
Executive accountability is reinforced by linking 5% of executive pay to ESG performance outcomes, overseen by a board committee with 29% female representation.
The company aims to increase its S&P Global CSA score by 20 points by 2027 while aligning its decarbonization roadmap with the EU Fit for 55 framework.
Global
Investment
Diversity & Inclusion
Modern Times Group
Presentation
16 pages
AI in MTG: Moving Beyond Theory
Adopting an 'AI-first' development approach enabled the launch of five new mobile games in 2026, facilitating rapid iteration and simultaneous production of specialized content.
AI integration has achieved significant operational efficiencies, including a 99% reduction in marketing asset costs and an 80% time saving on influencer spotlight production.
Data analysis turnaround times have been reduced by 75% by utilizing AI agents to query large-scale datasets, allowing analysts to focus on high-level strategy.
AI
Game Development
Midcore
+2
Modern Times Group
Report
9 pages
ESG Fact Sheet: FY 2023/24
Embracer Group has committed to a 45% reduction in total carbon emissions by 2030, using the 2021/22 financial year as its baseline.
The company reported total greenhouse gas emissions of 687,102 tCO2e for the 2022/23 financial year.
Female representation across the organization stands at 26%, with a board-level mandate to double the number of female managing directors and studio heads by 2025.
Game Development
Game Publishing
Mobile
+3
Embracer Group
Report
45 pages
Corporate Responsibility Report 2013
MTG achieved 14,129 MSEK in net sales while contributing 42 million TSEK in financial and media-time donations, primarily through the Reach for Change foundation.
The company reported a significant gender pay gap in 2013, with female remuneration averaging only 70% of male earnings.
MTG earned a score of 88 out of 100 in the CDP environmental report, though total carbon emissions increased by 7% due to corporate expansion.
Global
Diversity & Inclusion
Creative Ads
+1
Modern Times Group
Report
13 pages
Modern Responsibility Report 2008
MTG formalized its corporate responsibility program in 2008 to integrate ethical and environmental standards across its broadcasting operations in 30 countries.
The company reached an audience of 125 million viewers and over three million daily radio listeners through its Viasat Broadcasting, radio, online, and studio segments.
MTG contributed 78 million Swedish krona in airtime and facilitated the raising of 56 million Swedish krona for various social causes during 2008.
Global
Diversity & Inclusion
Modern Times Group
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