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Report
5 pages
Newzoo’s Games Market Reports & Forecasts Q1 2025 Update
Third-party ports have grown to account for over one-third of total Nintendo Switch revenue as of 2024.
The Switch audience is distinct from the broader console market, with 23% of users aged 10–15 and 55% identifying as female.
Role-Playing, Simulation, and Platformer genres consistently outperform others, with over one-third of ported RPGs generating more than $1 million in revenue.
Market Analysis
Player Demographics
Market Forecast
+1
Newzoo
Mar 2025
Report
41 pages
Bilan du Marché Français 2024
The French video-game market generated €5.7 billion in 2024, marking a 5.8% contraction from the previous year while maintaining a five-year streak above the €5.5 billion threshold.
Console sales remain the primary revenue driver, accounting for approximately 45% of total market turnover at roughly €2.55 billion.
The French market maintains a balanced distribution ecosystem, with physical sales at 32% and digital sales at 31% of the total market share.
Market Analysis
Player Demographics
SELL – Syndicat des Éditeurs de Logiciels de Loisirs
Mar 2025
Report
46 pages
Global Games Forecasts 2025-2031
The global video-game market has entered a mature phase, with revenue projected to grow from $236.9 billion in 2025 to $280.1 billion by 2031 at a modest annual rate of 4–5 percent.
Asia-Pacific remains the dominant market, accounting for 53 percent of the 1.53 billion global gamers in 2024 and showing the highest regional penetration at 13 percent.
In-game spending, which currently accounts for 68 percent of software revenue, is expected to experience a slight decline to 67 percent by 2031 due to live-service market oversaturation.
Market Analysis
Market Forecast
Global
+1
MiDiA Research
Jan 2025
Report
25 pages
Global Business Strategies for K-Fashion: A Focus on K-Content
AI integration is a primary driver of profitability, evidenced by Gentle Monster’s 25% revenue increase through recommendation engines and H&M’s reduction in refund rates via digital twins.
Korean fashion brands are shifting influencer strategies from celebrity-based notoriety to value-aligned storytelling, treating fan-generated media as a core co-marketing partner to boost authenticity.
On-demand production models, such as those utilized by Desigual, are effectively leveraging AI-driven forecasting to minimize inventory waste and improve supply chain sustainability.
Market Analysis
Player Demographics
South Korea
KOCCA – Korea Creative Content Agency
Jan 2025
Report
38 pages
The 2025 Guide to US Gaming Audiences: From Data to Personas
The US gaming audience is now gender-balanced and financially stable, with significant segments earning between $51,000 and over $250,000 in net worth.
Modern gamers prioritize immediate lifestyle quality and discretionary spending over long-term asset accumulation, frequently investing in premium groceries and convenience services.
Gaming is primarily a social and familial activity rather than a solitary pursuit, with consumer habits heavily influenced by multi-generational household dynamics.
Market Analysis
Player Demographics
Marketing
+1
Anzu & Semcasting
Jan 2025
Report
224 pages
Gaming 2025 (Epyllion)
The industry has shifted to a zero-sum environment where the top ten titles now capture 60% of all sales, forcing publishers to prioritize established franchises over new, risky ventures.
Market dominance is increasingly concentrated in 'Black Hole' titles and UGC platforms like Roblox and Fortnite, which utilize deep social integration to create high consumer lock-in.
Future revenue growth is shifting toward programmatic in-game advertising and the deregulation of mobile app stores, which is projected to improve developer margins by 10–20%.
Market Analysis
Player Demographics
Global
+1
Epyllion
Jan 2025
Report
28 pages
Mobile Game Genre Report: Comparing and Contrasting Eastern and Western Markets
Hypercasual games represent 36% of the top 100 global mobile downloads, though they command nearly 50% of top charts in the U.S. and U.K. compared to only 20% in Japan and South Korea.
The hypercasual sector suffers from high volatility, with only eight of the top 36 titles from 2020 maintaining their positions in the 2021 rankings.
Developers are shifting toward 'hybrid-casual' models—incorporating lite meta features and live operations—to address retention rates that typically drop below 10% by day seven.
Market Analysis
Player Demographics
Monetization
+3
Pangle
Jan 2025
Report
17 pages
Diversity and Inclusion in Gaming: Newzoo & Intel Report
Nearly 50% of U.S. gamers are more likely to support publishers that take active stances on social justice issues, signaling a shift in consumer expectations toward corporate responsibility.
47% of U.S. gamers actively avoid titles they perceive as not being designed for them, highlighting a significant barrier to market penetration for non-inclusive content.
Black and Hispanic/Latinx gamers are younger and more engaged than white counterparts, with 75% of Black PC players under the age of 35 compared to 50% of white players.
Diversity & Inclusion
Player Demographics
Market Analysis
+1
Newzoo
Jan 2025
Report
37 pages
Games Industry in 2025
The global games market reached $199.4 billion in 2024, but growth is projected to slow to 0.9% in 2025 due to the delay of Grand Theft Auto VI into 2026.
In-game spending now drives 77% of total industry revenue, while physical media is expected to decline to just 2% of the market by 2026.
The launch of the Nintendo Switch 2 in 2025 is expected to create a $7–8 billion content opportunity with significant potential for increased in-game monetization.
Market Analysis
Player Demographics
Global
+1
Ampere Analysis
Jan 2025
Report
43 pages
Videojuegos en el Aula: ¿Qué se está haciendo en España? Manual para docentes 2025
Spain’s gaming ecosystem is supported by over 22 million players, with women accounting for more than half of the user base and an average weekly playtime of 8.2 hours.
Educational integration is facilitated by a standardized infrastructure of platforms including Dok Student, Cokitos, Mundo Primaria, Eutopía, and Escapeweb.
Publicly funded titles like ABC Dinos, BookyPets, and Quijote: Quest for Glory utilize RPG and tower-defense mechanics to improve early literacy, while games like Dîrok and El Enigma de Toledo support STEM and history curricula.
Player Demographics
Diversity & Inclusion
Europe
+2
AEVI
Jan 2025
Report
28 pages
Newzoo Hypercasual Mobile Game Genre Report: Eastern vs Western Markets
Hypercasual games accounted for 36 of the top 100 most downloaded mobile games in 2021, though the sector is highly volatile with only eight of the top 36 titles from 2020 remaining in the top rankings the following year.
Standard hypercasual titles struggle with retention, typically seeing less than 10% of players return by the seventh day, which is driving a strategic shift toward hybrid-casual models that incorporate meta-features and live operations.
Runner and racing games became the most downloaded subgenres in 2021, surpassing the previously dominant simulation and puzzle categories.
Market Analysis
Player Demographics
Hypercasual
+1
Newzoo
Jan 2025
Report
32 pages
New Zealand Plays
Gaming is a mainstream activity in New Zealand, with 81% of the population playing and 73% of households owning two or more gaming devices.
The average New Zealand gamer is 36 years old, with 80% of the gaming population aged 18 or older.
Over 75% of parents implement gameplay limits for their children, with nearly 40% describing these rules as strictly enforced.
Player Demographics
Market Analysis
New Zealand Game Developers Association
Jan 2025
Report
94 pages
PC & Console Gaming Report 2025
Console revenue is projected to grow at a 13% CAGR through 2027, significantly outpacing single-digit growth for PC, with major catalysts including the release of GTA VI and the Nintendo Switch 2.
Market dominance is heavily concentrated in established franchises, as new releases captured only 9% of total playtime in 2024, with annual franchises accounting for 67% of new-release hours on consoles.
Title diversity is shrinking, evidenced by a 27% decline in the average number of titles played per user on Steam in the US, with drops as high as 34% in markets like Russia and Brazil.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2025
Report
47 pages
Mobile Games in 2025: Trends & Strategies Supercharging Revenue Growth
The mobile gaming market is shifting toward higher monetization efficiency, evidenced by a 3.8% increase in consumer spending to $65.7 billion despite a 6.6% decline in total downloads.
Spending per download rose by 11.2% in 2024, as the industry prioritizes high-value user retention over the volume-based acquisition strategies of previous years.
New game releases dropped by over 43%, yet top-tier titles are reaching the $1 million revenue milestone nearly twice as fast as they did in 2022.
Market Analysis
Monetization
Player Demographics
+2
AppFigures
Jan 2025
Report
37 pages
Games 2025: The Industry Quest for Growth
The global games market reached $199.4 billion in 2024, but growth is projected to decelerate to approximately 1% in 2025 due to release delays and reduced early-stage funding.
Publishers are prioritizing operational efficiency and asset optimization, focusing on remakes, remasters, and multi-platform porting to mitigate the rising costs of AAA development.
Strategic growth is shifting toward geographic expansion in the Middle East and Southeast Asia, alongside targeting underserved demographics like older gamers and young adult females.
Market Analysis
Market Forecast
Player Demographics
+1
Ampere Analysis
Jan 2025
Report
37 pages
UK Interactive Entertainment Japan Market Report 2025
Japan generates 9.1% of global game revenue from only 2.2% of the global player base, with an average per-player spend of $223 compared to $145 in the UK.
The PC and console segment, excluding mobile and Nintendo platforms, represents a $2.5–3.0 billion market opportunity for developers.
PC gaming revenue in Japan grew 16.2% year-over-year in 2024, significantly outpacing the 4.4% global growth rate, though this momentum faces headwinds from a weakening yen.
Market Analysis
Japan
Player Demographics
+1
UK Interactive Entertainment
Jan 2025
Report
26 pages
Newzoo Puzzle Games Report: Mobile Game Genre Insights
The United States is the world's largest mobile puzzle market, followed by Japan and China.
Western puzzle games rely heavily on in-app advertising (IAA) and simple economies, while Eastern titles—especially in Japan—prioritize deep character collection and gacha mechanics to drive higher in-app purchase (IAP) revenue.
Western players demonstrate a higher tolerance for frequent ad breaks, whereas Japanese players prefer longer, uninterrupted sessions and show a greater willingness to pay for aesthetic enhancements and additional functions.
Market Analysis
Player Demographics
Global
+2
Newzoo
Jan 2025
Report
29 pages
Souls‑likes: From Niche to Mainstay
The souls-like genre has shifted from indie-dominated to AAA-led, with AAA and AA publishers now accounting for over 70% of estimated units sold on Steam.
Chinese gamers represent approximately 47% of the global souls-like audience, significantly outpacing the United States at 15% and Germany at 5%.
APAC developers have surged to control roughly 80% of the genre's development share as of 2025, building on a foundation established by Japanese studios.
Market Analysis
Player Demographics
Sensor Tower
Jan 2025
Report
39 pages
German Games Industry: 2025
The German games market contracted by 6% in 2024, resulting in total revenue of €9.4 billion and the first recorded decline in industry employment and active companies.
Federal funding is set to increase to €125 million annually by 2026, supported by new competitive tax incentives designed to improve Germany's international market standing.
Germany remains Europe's largest games market and the fifth largest globally, supported by a robust player base of 37.5 million people with an average age of 39.5.
Market Analysis
Player Demographics
Employment
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2025
Report
19 pages
What Does the Monetization Landscape Look Like for Video Games in MENA?
The MENA-3 gaming market (KSA, UAE, Egypt) generated $2 billion in player spending in 2024 and is projected to grow to over $2.7 billion by 2028.
Payment infrastructure is a major barrier, as 67% of the regional population lacks access to traditional credit or debit cards, necessitating the integration of local payment networks like Mada in Saudi Arabia and Fawry in Egypt.
Direct-to-consumer (D2C) web shops are essential for bypassing 30% app store fees, with 53% of paying gamers in the region already utilizing official game websites for purchases.
Monetization
Market Analysis
Player Demographics
+1
Xsolla & Niko Partners
Jan 2025
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