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Market Analysis
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Report
10 pages
Winning on Google Discover: A Data-Driven Guide for Gaming Media
Google Discover now accounts for roughly 50% of Google traffic for gaming sites within the Raptive network, following a February 5, 2026 core update that shifted traffic away from traditional search.
Sites that prioritize high U.S. traffic concentration, deep session depth, and structured editorial content like guides and databases experience superior Discover performance and revenue stability.
Following the February 2026 update, 20% more gaming sites began receiving Discover feed impressions, with smaller publishers seeing notable traffic growth.
Market Analysis
Marketing
Advertising
+2
Raptive
Mar 2026
Report
10 pages
Take Rates in China
Chinese Android app stores, dominated by manufacturers like Huawei, Oppo, and Vivo, typically charge a 50% commission on in-app purchases, significantly higher than Apple’s 30% rate.
Hardware manufacturers rely heavily on these high take rates for profitability; for example, Xiaomi reports a 64.7% gross profit margin on services compared to only 7.2% on hardware sales.
While iOS users account for only 25% of the Chinese gaming population, they generate approximately 40% of total mobile game revenue.
Monetization
Market Analysis
China
Niko Partners
Feb 2026
Report
21 pages
Interview with Game Expert at Line Studio: Japan Market Insights
Japanese mobile gaming is shifting toward lighter genres, with puzzle, strategy, and simulation titles now accounting for approximately 30% of all downloads.
Cross-platform functionality is a critical market requirement, as 39% of Japanese gamers now actively play across two or more platforms, including mobile, console, and PC.
Korean 'sub-culture' titles like Blue Archive, Goddess of Victory: NIKKE, and Lineage W have successfully penetrated the market by combining moe-style character designs with high-polish visuals and short-session playability.
Market Analysis
Player Demographics
Monetization
+1
KOCCA – Korea Creative Content Agency
Report
31 pages
The Dual Frontier: A Retailer’s Framework for Agentic Commerce
Retailers must prioritize high-quality, structured catalog data, as insufficient data in an agentic environment causes total exclusion from a shopper's consideration set rather than just lower conversion rates.
A 32-point readiness diagnostic across four pillars—catalog, infrastructure, organizational capacity, and strategic urgency—determines the viability of agentic commerce, with scores of 26–32 indicating immediate readiness and 0–9 requiring foundational work.
Retailers should adopt a calibrated data-sharing strategy, categorizing signals into 'share freely,' 'share selectively,' and 'protect' to balance recommendation accuracy with the need to safeguard proprietary competitive advantages.
Market Analysis
AI
Monetization
+2
InvestGame
Feb 2026
Report
5 pages
Nexon Releases Earnings for Fourth Quarter and Full-Year 2025
Nexon achieved record full-year 2025 revenue of ¥475.1 billion, a 6% year-over-year increase, with operating income holding steady at ¥124.0 billion.
The new title ARC Raiders was a major growth driver, selling over 14 million units within 15 weeks and reaching a peak of 960,000 concurrent users.
The 22-year-old MapleStory franchise reached record annual revenue with 43% year-over-year growth, helping to offset a 21% decline in the Dungeon&Fighter franchise.
Market Analysis
Monetization
Game Publishing
+3
NEXON Co.
Feb 2026
Report
94 pages
The PC & Console Gaming Report 2025
The global PC and console market is projected to reach $92.7 billion by 2027, with the console segment expected to grow at a 7.0% CAGR driven by the Nintendo Switch 2 launch and Grand Theft Auto VI.
Player engagement is increasingly 'calcified,' as titles aged six years or older now account for over 60% of PC playtime and nearly 50% of console playtime.
Market competition for player attention has become a near zero-sum game, with a rising percentage of the audience now limiting their engagement to only one to three games per year.
Market Analysis
Market Forecast
PC
+2
Newzoo
Feb 2026
Report
18 pages
Vietnam Mobile Gaming 2025: The Next Billion-Dollar Frontier in Southeast Asia
Vietnam's mobile gaming market is projected to reach a billion-dollar valuation by 2025, supported by a 9.8% compound annual growth rate.
A 2025 regulatory crackdown resulted in the removal of 1,081 unlicensed titles, leading to a 13.7% decline in total downloads but fostering a more stable environment for compliant mid-core games.
Vietnam demonstrates strong monetization potential, with revenue per download exceeding that of the Philippines by at least 28%.
Market Analysis
Market Forecast
Player Demographics
+4
InvestGame
Feb 2026
Report
25 pages
Let’s Play! 2024: The Esports Market in Southeast Asia
Southeast Asia is the world's largest esports market by reach at 75%, though regular viewership remains limited to 32% of the total audience.
Mobile gaming drives 55% of all esports consumption in the region, fueling a shift toward digital-first platforms like YouTube Gaming, Facebook Gaming, and local streaming services.
The audience is predominantly young, with 81% of viewers belonging to the Millennial or Gen Z generations, and features a 43% female viewership share.
Esports
Market Analysis
Southeast Asia
+2
Deloitte
Feb 2026
Report
19 pages
Southeast Asia Gaming Consumer Economy
The Southeast Asian gaming population is projected to reach 367.8 million by 2025, with Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam accounting for 85% of the total regional gamer base.
Mobile gaming is the dominant market force, generating 70% of in-game revenue and achieving a 13.7% CAGR in consumer spending between 2018 and 2021, reaching a total of US$5.57 billion.
Monetization is heavily reliant on free-to-play models with in-app purchases, which account for 86% of total revenue, though hybrid and subscription models are increasingly utilized.
Market Analysis
Player Demographics
Player Behavior
+2
Telekom Malaysia
Feb 2026
Report
82 pages
Vietnam Gaming Outlook 2026: Building Sustainable Growth
Vietnam’s mobile gaming sector is shifting from an ad-driven model to hybrid-casual titles prioritizing in-app purchases (IAP) and subscriptions, following a 65% surge in local IAP growth in 2025.
While Vietnam led global Google Play downloads with 6.1 billion installs in 2024, the market generated only $430 million, highlighting the profitability ceiling of pure advertising models.
Localized pricing strategies, including purchasing power parity tiers and one-tap tokenized payments, can increase conversion rates by over 20% and reduce checkout abandonment by up to 30%.
Market Analysis
Market Forecast
Monetization
+3
InvestGame
Feb 2026
Report
88 pages
Gaming and Esports in Vietnam: A New Arena for Brands
Vietnam has the world's highest adult gamer rate at 85%, with a demographic where 70% of the population is under 25 and one-third of citizens are engaged in esports.
Mobile gaming dominates the market, supported by high smartphone penetration and 4G coverage, with gamers typically spending 1–3 hours per session.
Influencer marketing is highly effective, as 51% of gamers trust key opinion leader (KOL) recommendations and 42% report purchasing products endorsed by them.
Market Analysis
Esports
Marketing
+3
Decision Lab
Feb 2026
Report
114 pages
Vietnam Innovation and Private Capital Report: 2025
Vietnam’s digital economy has reached a valuation of $36 billion, supported by a 6% annual real GDP growth rate.
Private capital investment in 2024 totaled $2.3 billion across 141 deals, with a notable rebound in early-stage venture capital during the second half of the year.
Resolution No. 57-NQ/TW mandates that by 2030–2045, digital and high-tech exports must account for 30–50% of GDP, with 2% of GDP allocated to R&D.
Market Analysis
Investment
Funding
+1
Boston Consulting Group
Feb 2026
Report
7 pages
Vietnam's Mobile Dev Opportunity
Vietnam has emerged as a major global mobile development hub with over 35,000 game programmers and more than 300 active local publishers.
In 2024, five Vietnamese studios ranked among the world’s top 25 publishers, generating 2.4 billion downloads and $133 million in revenue.
Since 2020, the sector has experienced significant growth, marked by a 67% increase in downloads and an 82% rise in earnings.
Market Analysis
Game Development
Game Publishing
+2
Naavik
Feb 2026
Report
13 pages
Aream & Co. Gaming CEO Survey 2025
Industry sentiment for 2025 is largely stable or positive, with 98% of CEOs reporting that consumer spending will be either unchanged (49%) or more optimistic (49%).
M&A activity is expected to accelerate, with 71% of executives anticipating an increase in deal-making throughout 2025.
In-app purchases are the primary revenue driver, with 80% of respondents optimistic about growth compared to only 41% for in-app advertising.
Market Analysis
Market Forecast
Investment
+4
Aream & Co
Feb 2026
Report
12 pages
Connecting Digital Investments and Real Estate: Malaysia’s Competitive Advantage
Malaysia has attracted RM 342.6 billion in approved digital investments, with 95 percent of these projects concentrated in the Klang Valley, Johor, and Penang.
The Klang Valley serves as the primary digital hub, accounting for approximately 75 percent of the nation's total digital foreign direct investment.
Digital-sector employment across these investment clusters generates a total value of RM 13.9 billion.
Investment
Market Analysis
Southeast Asia
Malaysia Digital Economy Corporation (MDEC)
Feb 2026
Presentation
24 pages
Financial Results Briefing FY2025
GungHo is executing a strategic pivot from the domestic Japanese mobile market to a global, multi-platform model, with overseas net sales projected to reach 66% of total revenue in FY2025, up from 11.4% in 2016.
Consolidated net sales and operating profit are in a four-year decline, with quarterly performance metrics dropping from a peak of over 16,000 to approximately 7,750.
The company is addressing the softening sales of legacy mobile titles and decreased revenue from its subsidiary Gravity by leveraging high-profile collaborations with brands like Sanrio and Digimon.
Market Analysis
Game Development
Japan
GungHo Online Entertainment
Feb 2026
Presentation
53 pages
Q3 for the Fiscal Year Ending March 2026 Results Presentation
Sega Sammy projects a 13.0 billion yen net loss for the fiscal year ending March 2026, driven by 46.3 billion yen in impairment losses from the acquisitions of Rovio and Stakelogic.
The Pachislot and Pachinko division is the company's primary financial driver, significantly exceeding expectations through high-volume sales of titles like Smart Pachislot Tokyo Revengers.
Management has shifted from aggressive M&A to a consolidation strategy, marked by the suspension of large-scale acquisitions and the initiation of a 20.0 billion yen share buyback program.
Market Analysis
Game Publishing
Japan
Sega Sammy Holdings
Feb 2026
Presentation
20 pages
Results Briefing Materials: Fiscal Year Ending March 2026, Third Quarter
Marvelous Inc. reported a 40.5% year-on-year increase in net sales to 29,121 million yen and a 28.6% rise in ordinary profit to 2,129 million yen for the first nine months of the fiscal year ending March 2026.
The Digital Contents segment saw a 69.2% revenue surge driven by the releases of 'Rune Factory: Guardians of Azuma', 'STORY OF SEASONS: Grand Bazaar', and 'DAEMON X MACHINA TITANIC SCION', which helped offset initial high development costs.
The Amusement business grew revenue by 25.1%, fueled by the sustained popularity of 'Pokémon FRIENDA' and the international expansion of 'Pokémon MEZASTAR'.
Market Analysis
Game Publishing
Japan
Marvelous
Jan 2026
Report
128 pages
Key Insights and Data: 2023–2025
Global gaming revenue is projected to reach $197 billion in 2025, representing a 7.5% year-over-year increase driven primarily by mobile and PC segments.
Mobile gaming remains the dominant force in the industry, accounting for over 50% of global revenue and more than 80% of the total player base.
The mobile market is increasingly a winner-take-all environment, with the top 10 to 50 titles on Google Play and the Apple App Store capturing a growing share of total revenue.
Market Analysis
Mobile
Monetization
+3
InvestGame
Jan 2026
Report
9 pages
Mobile App User Trends: MENA Ramadan 2026
Overall mobile app engagement in the MENA region during Ramadan 2026 increased by 111% compared to the same period in 2025.
In-app purchase volume saw a significant surge, rising by 91% during the 30-day Ramadan period.
Social media interaction, measured by likes, shares, and comments, grew by 63% compared to the previous year.
Market Analysis
Player Behavior
Mobile
+2
InvestGame
Jan 2026
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