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
1,254 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Market Analysis
Global
Mobile
Monetization
Investment
PC
Game Publishing
Marketing
Player Behavior
Console
Steam
Game Development
User Acquisition
Player Demographics
Employment
Europe
Mergers & Acquisitions
Japan
Clear
Filters
1
Market Analysis
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Report
38 pages
The AI Disruption Index: How AI Is Reshaping Consumer Discovery
One-third of U.S. adults now use personal AI agents for product discovery, while nearly 50% utilize AI for purchase research.
AI-driven 'zero-click' discovery is actively eroding traditional paid search and organic search channels, threatening sectors like retail, education, and health & fitness.
Sectors with strong regulatory or content moats, specifically financial services, media rights holders, and auto OEMs, currently maintain a defensive advantage against AI disintermediation.
Market Analysis
Marketing
AI
+2
InvestGame
Jan 2026
Presentation
8 pages
Major Organizational, Operational and Portfolio Reset to Reclaim Creative Leadership and Restore Sustainable Growth
Ubisoft is targeting a €500 million reduction in fixed costs by March 2028 compared to FY23 levels to restore sustainable growth.
The company is restructuring into five specialized Creative Houses to focus on core franchises like Assassin’s Creed, Far Cry, and Rainbow Six while improving operational agility.
Ubisoft has canceled six projects, including the Prince of Persia: The Sands of Time remake and four unannounced titles, while extending development timelines for seven others to prioritize quality.
Market Analysis
Mergers & Acquisitions
Investment
+1
Ubisoft
Jan 2026
Report
32 pages
Festive Season 2025: App Marketing Trends and Strategies for India
India's festive season (August–December) accounts for over 30% of annual digital ad spend, driving a 36% increase in installs and a 69% surge in re-engagements during the peak window.
Mobile gaming remains a primary growth driver, recording 3.2 billion downloads and $151 million in-app purchase revenue in 2024.
Ad spend efficiency improved during the festive period, with a 53% increase in mobile ad investment accompanied by a 12% reduction in cost-per-install (CPI).
Market Analysis
User Acquisition
Marketing
+3
InvestGame
Jan 2026
Report
21 pages
2026 US Venture Capital Outlook
AI startups currently command 65% of all venture capital, driving record-high median valuations of $838 million for Series C and D+ rounds.
The US venture capital market is projected to see a fundraising rebound to $100–$130 billion in 2026, with approximately 70% of new commitments expected to come from recycled distributions.
As of Q3 2025, the US hosted 830 active unicorns with a combined post-money valuation of $3.9 trillion, though many face significant liquidity constraints and difficulties securing follow-on funding.
Market Analysis
Market Forecast
Investment
+2
PitchBook
Jan 2026
Report
57 pages
How to Build an Effective Offer System in Your Game
A tiered pricing ladder ranging from under $1 to $99, which escalates after purchases and regresses during inactivity, allows for precise alignment with individual player spend propensity.
Conversion is driven by repeated exposure, with players typically requiring seven viewings of an offer before completing a purchase.
Strategic implementation of a limited set of offer types can drive conversion rates as high as 96% on login offers and increase repeat-purchase value by approximately 20% through endless offers.
Monetization
Live Ops
Market Analysis
+2
Sensor Tower
Jan 2026
Report
231 pages
The State of Video Gaming: 2025
The video game industry is undergoing a structural correction characterized by a 12% decline in real-term content spending following the post-2021 plateau of previous growth engines.
Market polarization has intensified as AAA production budgets reach $500 million, causing revenue and engagement to concentrate within established franchises while crowding out new releases.
Chinese developers have significantly expanded their global footprint, increasing their share of non-domestic content spending from 0.5% to 12.5% over the last 13 years.
Market Analysis
Market Forecast
Global
+4
Epyllion
Jan 2026
Report
231 pages
The State of Video Gaming in 2025
Global gaming spend has reached $200 billion in 2025, representing a 150% increase since 2011, yet real-term growth has stalled and profit margins have compressed to single digits.
Development costs for AAA titles now exceed $600 million, contributing to a landscape of record layoffs, shrinking publisher share prices, and a sharp contraction in venture capital funding to only 1,500 global deals.
Mobile gaming revenue fell 23% in Q1 2024 following privacy deprecations, leading to a market where spend is increasingly concentrated among a small number of high-margin titles.
Market Analysis
Global
Mobile
+1
Epyllion
Jan 2026
Whitepaper
90 pages
2026 Global Mobile Apps Marketing Trends
The mobile marketing landscape has shifted from media-centric targeting to creative-driven acquisition, evidenced by a 73.3% surge in creative output per advertiser alongside a 16.7% decline in the total number of active advertisers.
Playable ads are currently the top-performing format, consistently delivering the highest conversion metrics, scroll-stop rates, and attention duration.
The AI application sector underwent a significant contraction in 2025, with the number of active advertisers dropping by 48%.
Market Analysis
Mobile
Marketing
+4
SocialPeta
Jan 2026
Report
66 pages
State of India Mobile App Market 2026 Report
India remains the world’s largest mobile app market by volume with 25 billion annual downloads, shifting focus from user acquisition to habit-driven engagement and monetization.
In-app purchase revenue is projected to reach $1.25 billion by 2026, driven increasingly by non-gaming sectors like Utilities, Media, and Generative AI.
Quick commerce and food delivery platforms have seen a 55% year-over-year increase in engagement as they transition toward retention-led strategies.
Market Analysis
Player Behavior
Mobile
+1
Sensor Tower
Jan 2026
Report
25 pages
State of African Games 2026
South Africa dominates the African game development sector, accounting for all top-ten selling titles and contributing to a 2% share of global Steam unit sales.
The industry is shifting from volume-driven growth to longer development cycles, evidenced by a decline in annual Steam releases from a peak of 23 in 2023 to 11 in 2025.
There is a significant genre mismatch in the market, as action titles dominate release volume while simulation games achieve the highest median sales at approximately 372,000 units.
Market Analysis
Game Development
Sensor Tower
Jan 2026
Report
31 pages
State of Digital Advertising India 2026
India’s digital advertising market surpassed $4 billion in 2025 and is projected to exceed $5 billion in 2026.
Shopping remains the dominant advertising category, representing 28% of total spend with an 18% year-on-year increase.
Software recorded the highest growth rate among all sectors, surging 84% year-on-year.
Market Analysis
Advertising
Marketing
+1
Sensor Tower
Jan 2026
Report
41 pages
Mobile App Trends: 2026 Edition
The mobile app economy reached $167 billion in consumer spending in 2025, supported by a 10% year-over-year increase in global installs and a 7% rise in sessions.
Gaming installs remained flat while costs per install surged 30% to $0.56, though casual games bucked the trend with a 19% increase in installs and a 37% rise in sessions.
The industry is shifting from mobile-first to multi-platform strategies to address fragmented consumer journeys, supported by AI-driven predictive segmentation and cross-device measurement.
Market Analysis
User Acquisition
AI
+2
Adjust
Jan 2026
Report
4 pages
Nordic Game 2026: Participant Profiles and Platforms
PC development is the primary focus for 57.5% of Nordic Game 2026 participants, significantly outpacing console development at 34.2% and mobile gaming at 27.7%.
Developers and artists constitute the largest attendee segment at 40%, followed by sales and marketing professionals at 12.6% and management at 9.3%.
The event prioritizes business development by providing private meeting facilities that accommodate groups ranging from 4 to 50 people.
Market Analysis
Europe
PC
+1
Nordic Game
Jan 2026
Report
39 pages
Business Case for an Enhanced Video Games Expenditure Credit: UK
Increasing the Video Games Expenditure Credit (VGEC) to a tiered rate of 53% for projects under £10 million and 39% for larger productions is projected to generate £530 million in additional gross value added (GVA) and 6,000 new full-time jobs over five years.
The proposed fiscal enhancement would raise the UK’s effective VGEC rate to 20.6%, surpassing current rates in France (20.2%) and Quebec (18.2%) to improve international competitiveness.
Every £1 of government investment in the enhanced VGEC is projected to yield a return of £2.12 in combined GVA and tax revenue.
Market Analysis
Funding
Employment
+1
Ukie
Dec 2025
Report
28 pages
H1 2025 AIGC Mobile App Marketing Analysis
The number of active AI-advertisers in the mobile market contracted by 35–45% in H1 2025, while the remaining players increased their creative output by 84% to an average of 416 monthly creatives per advertiser.
Meitu’s revenue grew 12.3% to RMB 1.8 billion in H1 2025, driven primarily by a 45.2% surge in AI-powered imaging and design subscriptions, which reached RMB 1.35 billion.
Video advertising currently dominates the AI mobile landscape, accounting for 84% of all ads, with over half of inventory utilizing 15–30 second formats.
Market Analysis
AI
Marketing
+4
SocialPeta
Dec 2025
Report
13 pages
Annual Review: 2025
UK consumer spending on video games and interactive entertainment reached a record high of £7.6 billion in 2024.
Ukie’s advocacy efforts secured £30 million in funding for the UK Games Fund and official recognition of the sector as a key driver of economic growth.
Global trade activities at GDC and Gamescom generated £75 million in business wins for the UK games industry.
Market Analysis
Game Development
Employment
+2
Ukie
Dec 2025
Report
46 pages
Esports 2023: Challenges and Opportunities in the UK
The UK esports sector generates £111 million in gross value added, with UK-based teams and events capturing a $1.5 billion share of the global market.
While the UK has a potential audience of 55 million adults, only 3.8% of gamers follow competitive play, indicating a significant opportunity for fan base expansion.
The demographic profile of the UK esports audience is highly concentrated, with 82.7% aged 18–34 and 83% male, highlighting a need for improved diversity and inclusion efforts.
Esports
Market Analysis
UK
+1
British Esports
Dec 2025
Report
30 pages
2025 Report on Marketing Trends of Productivity Apps
The productivity app sector saw a 6% year-over-year decline in active advertisers to 8.9k per month, though new entrants surged to over 30% of the market share following Q2 2025.
Meta, Google, and TikTok remain the primary channels for cross-platform campaigns, with Google leading in conversion rates and TikTok offering cost-efficient Gen Z engagement at a $3.2 CPM.
Video and playable ads consistently outperform static creatives, with TikTok favoring 15–60 second native videos and Meta utilizing a combination of carousel and video formats.
Market Analysis
Marketing
Advertising
+2
SocialPeta
Dec 2025
Report
45 pages
The Value of Esports in the UK
In 2019, the UK esports industry generated £60 million in revenue and contributed £111.5 million to the national Gross Value Added (GVA), supporting over 1,200 full-time equivalent (FTE) jobs.
The sector experienced robust growth between 2016 and 2019, expanding at an average annual rate of 8.5%.
Hosting a single major global esports event is projected to add £12 million in GVA and 238 FTE jobs to the UK economy.
Esports
Market Analysis
UK
Ukie
Dec 2025
Report
4 pages
CESA Game Industry Report 2025
Global game content revenue reached 31.042 trillion yen in 2024, representing a 5.0% year-on-year increase.
Mobile gaming remains the dominant sector, generating 18.433 trillion yen—roughly 60% of total global sales—with a 6.0% annual growth rate.
PC gaming has experienced significant momentum, expanding 59.7% over the last four years to overtake console market share.
Market Analysis
AI
Employment
+1
CESA – Computer Entertainment Supplier's Association
Dec 2025
Previous
1
…
20
21
22
…
63
Next