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Market Analysis
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Report
46 pages
2025 Media & Entertainment Industry Predictions Report
Global SVOD and AVOD revenue is projected to exceed $165 billion in 2025, with 60–70% of subscriptions in mature markets expected to shift toward bundled or aggregated models to combat churn.
Traditional U.S. pay-TV providers are forecast to lose half their subscriber base, dropping below 50 million users as the industry pivots to 'stream-hub' models that bundle broadband with multiple streaming services.
Cloud gaming is projected to grow at a 44% CAGR through 2030, reaching a $64 billion market as subscription-based monetization increasingly replaces traditional one-time hardware purchases.
Market Analysis
Market Forecast
AI
+1
AlixPartners
Dec 2025
Report
29 pages
Esports is Shaping the Future of Live Entertainment
Esports is outperforming traditional sports with a 10% year-over-year growth rate, while viewership has surpassed 100 million hours and prize pools have doubled since 2018.
Five core titles—League of Legends, CS:GO, Mobile Legends: Bang Bang, Dota 2, and Valorant—account for 70% of total viewing hours, yet $2.5 billion in gamer audiences remains untapped.
Non-gaming brand sponsorship has reached 45% penetration, supported by emerging institutional structures like university scholarships and government investments in infrastructure and tax incentives.
Esports
Market Analysis
Global
+1
InvestGame
Dec 2025
Report
18 pages
Leveling Up for the New Reality: The Gaming Report
AAA development budgets surged 360% between 2012 and 2023, while the volume of AAA title releases dropped by 73%, signaling a shift toward fewer, more expensive productions.
Global gaming revenue grew at a 1% CAGR from 2017 to 2023, reflecting a post-pandemic correction that has moved the industry from double-digit growth to modest expansion.
Mobile revenue is increasingly driven by in-app advertising, which now accounts for up to 31% of the segment's total share.
Market Analysis
Global
Investment
+2
InvestGame
Dec 2025
Report
38 pages
The Power of Play: Exploring the Growing Gaming Market
The Indian gaming market is projected to reach ₹8.6 billion by 2027, growing at a 28% CAGR, while the global market is expected to hit $340 billion.
A shift to a 28% GST on total deposits has pressured real-money gaming (RMG) firms, leading to layoffs, revenue slowdowns, and a strategic push toward geographic and genre diversification.
RMG currently dominates the Indian market, accounting for approximately 82% of total gaming revenue, though monetization remains low relative to total download volumes.
Market Analysis
Market Forecast
Monetization
+2
Basic Roots Consulting
Dec 2025
Report
112 pages
Square Enix Next: That Excitement Once Again
Square Enix has experienced a significant financial decline over the past three years, marked by a 32% drop in operating income and a 61% decrease in return on equity (ROE).
Core gaming segments are underperforming, with HD and SD game revenues falling 4% and 5% respectively, while MMO licensing remains the only growth driver at +11%.
Operating margins for HD and SD segments remain inefficient at 35–40%, and SG&A costs exceed industry norms by 5–6 percentage points due to an oversized sales force.
Market Analysis
Game Development
Investment
+2
InvestGame
Dec 2025
Presentation
19 pages
Wyniki Finansowe 3Q25
PCF Group S.A. reported a net loss of 117 million PLN for the first nine months of 2025, a significant increase from the 33.3 million PLN loss recorded in the same period of 2024.
A 92 million PLN write-down for the project 'Lost Rift' (Victoria) following its September 25, 2025, Early Access launch was the primary driver of the group's financial deficit.
Despite the net loss, total revenue grew to 152.1 million PLN in the first nine months of 2025, up from 131.9 million PLN in 2024, driven by work-for-hire projects including Delta, Zulu, and Echo.
Investment
Market Analysis
Europe
PCF Group
Dec 2025
Report
34 pages
Cross-Platform Gaming: Bridging Mobile and PC/Console 2025
Mobile platforms function as the primary discovery engine for the gaming industry, generating over 52 billion annual downloads and $82 billion in in-app purchase revenue.
Publishers maximize franchise growth by using mobile to feed into high-fidelity PC and console ecosystems, which anchor brand loyalty and drive high-value engagement.
Cross-platform progression and unified ecosystems are most effective for RPG and Shooter titles, significantly increasing player lifetime value and retention.
Market Analysis
Cross-Platform
Global
+1
Sensor Tower
Dec 2025
Report
26 pages
Video Gaming Report 2026: How Platforms Are Colliding and Why This Will Spark the Next Era of Growth
The industry is shifting toward platform-agnostic ecosystems and direct-to-consumer distribution to bypass traditional app store fees and improve developer margins.
Gaming currently accounts for 12.5% of global media consumption time but captures only 3% of total advertising spend, representing a significant opportunity for revenue growth.
Cloud gaming is projected to reach $18.3 billion in revenue by 2030, serving as a critical infrastructure component for the industry's transition.
Market Analysis
Market Forecast
Monetization
+1
Boston Consulting Group
Dec 2025
Report
48 pages
Digital Market Index: Q3 2025
Global mobile app consumer spending reached a record $43.2 billion in Q3 2025, an 11.3% year-over-year increase driven by a 20% surge in non-game revenue.
Generative AI tools emerged as a significant revenue driver, contributing $1.5 billion to the mobile app market during the third quarter.
U.S. digital advertising spend rose 12% to $35.9 billion, with mobile app advertising identified as the fastest-growing segment at 42% year-over-year.
Market Analysis
AI
Global
+1
Sensor Tower
Nov 2025
Report
104 pages
Integrated Report: Value Creation Story
DeNA achieved 164.0 billion yen in revenue and 32.9 billion yen in Non-GAAP operating profit in FY2024, largely fueled by the global performance of Pokémon Trading Card Game Pocket.
The company is executing an 'AI-ALL-IN' strategy targeting a 100% increase in productivity and the launch of approximately 10 AI-native products.
The Sports segment has become a major revenue pillar, generating 40 billion yen in the last fiscal year, helping to diversify the company away from hit-driven game cycles.
Market Analysis
AI
Investment
+1
DeNA Co.
Oct 2025
Presentation
21 pages
Results Briefing Materials: Fiscal Year Ending March 2026, First Half (Semi-annual Period)
Marvelous Inc. reported a 157.5% year-on-year revenue increase to 20,281 million yen for the first half of FY2026, though operating profit dropped 61.8% to 226 million yen due to high development costs.
The Digital Contents segment saw sales nearly double to 12,414 million yen, driven by 'Rune Factory: Guardians of Azuma' and 'Story of Seasons: Grand Bazaar' each surpassing 500,000 units sold.
The Amusement business remains the company's primary profit driver, achieving a 36.3% revenue increase and 41.2% profit growth, largely due to the success of 'Pokémon Frienda' and 'Pokémon Mezastar'.
Market Analysis
Game Publishing
Japan
Marvelous
Oct 2025
Report
25 pages
Live Streaming Basics: A Comprehensive Introduction
TikTok Live has emerged as a dominant market force with 9.1 billion hours watched, causing Twitch’s market share to drop below 50% for the first time.
Total global live-streaming viewership reached 9.6 billion hours in Q3 2025, marking a 13% year-over-year increase.
Non-gaming content is now the primary driver of viewership with 1.7 billion hours watched, while massive live events like 'La Velada del Año V' set new records with 9.2 million peak concurrent viewers.
Streaming
Market Analysis
Player Behavior
Stream Hatchet
Oct 2025
Report
56 pages
Digital Marketing Index Report: Q4 2025
India was the only major global market to record positive overall digital marketing growth in Q4 2025, while other leading economies experienced stagnation or decline.
Generative AI referrals surged by 133% year-over-year in the US, UK, and France, signaling their emergence as significant discovery engines despite currently accounting for less than 1% of total traffic.
US retail-media impressions grew 13% quarter-over-quarter to 123 billion, with Amazon capturing the entire volume and delivering six times the impressions of Walmart.
Marketing
Advertising
Global
+2
Sensor Tower
Oct 2025
Report
80 pages
Sega Sammy Holdings Integrated Report 2025
Sega Sammy is restructuring into a three-pillar business model comprising Entertainment Contents, Pachislot & Pachinko, and a new Gaming Business to reduce reliance on volatile domestic markets.
The Entertainment Contents segment generated ¥321.5 billion of the Group's ¥428.9 billion total FY2025 net sales, driven by a transmedia strategy utilizing IPs like Sonic, Persona, and Like a Dragon.
The company is aggressively entering the North American iGaming and B2B casino markets through over ¥130 billion in acquisitions, including Rovio, GAN, and Stakelogic.
Market Analysis
Investment
Japan
Sega Sammy Holdings
Oct 2025
Report
35 pages
Video Game Market Update: Q3 2025
The $55 billion public takeover of Electronic Arts highlights a strategic shift toward large-scale consolidation as the primary driver of industry growth in Q3 2025.
The launch of the Nintendo Switch 2 acted as a major catalyst for console sector strength, reinforcing the market value of established intellectual property.
The global video game industry saw a Q3 2025 resurgence fueled by a rebound in mobile in-app purchases and strong performance across PC and console platforms.
Market Analysis
Global
Mobile
+2
Aream & Co
Sept 2025
Report
2 pages
Square Enix Special Feature: Erdrick Trilogy Reimagined
The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
Market Analysis
Global
Console
+3
Square Enix
Sept 2025
Report
67 pages
2025 Global Games Market Report
The global games market is projected to reach $188.8 billion in 2025, a 3.4% year-over-year increase, driven by a player base that has expanded to 3.6 billion people.
Mobile gaming remains the industry leader with $103.0 billion in revenue (55% of the total), while console gaming is expected to see the highest growth rate at 5.5%, reaching $45.9 billion.
Average spend per player is declining, forcing a strategic shift toward long-tail engagement and retention rather than aggressive monetization in saturated markets.
Market Analysis
Market Forecast
Player Demographics
+4
Newzoo
Sept 2025
Presentation
17 pages
Wyniki Finansowe 1H25
PCF Group revenue grew to 115.3 million PLN in 1H 2025, up from 76.3 million PLN in 1H 2024.
EBITDA turned positive at 2.9 million PLN in 1H 2025, recovering from an 11.3 million PLN loss in the same period last year.
The company narrowed its net loss to 21.3 million PLN in 1H 2025, compared to a 33.3 million PLN loss in 1H 2024, despite accounting write-offs from the Chicago studio merger.
Investment
Market Analysis
Europe
PCF Group
Sept 2025
Report
20 pages
Global Gaming Report Q3 2025
Investors are heavily favoring platform-centric companies over traditional hardware manufacturers, with high-growth firms like AppLovin and Nvidia commanding EV/EBITDA multiples exceeding 25x, compared to roughly 1x for legacy hardware firms like Dell and HP.
Roblox led equity performance with a 136.9% year-to-date appreciation, driven by successful user engagement and monetization strategies.
Unity recorded a 77% year-to-date gain, underscoring the market's high valuation of cross-platform development tools and real-time 3D content adoption.
Market Analysis
Mergers & Acquisitions
Investment
+1
Drake Star Partners
Sept 2025
Report
12 pages
Sector Report: Flanders & Brussels 2024
The videogame sector in Flanders and Brussels grew to 160 companies by 2024, with the highest concentrations located in Antwerp (23 firms) and Brussels (21 firms).
Employment in the sector rose by approximately 43% over five years, increasing from 600 full-time equivalents (FTEs) in 2020 to 857 in 2024.
Annual turnover reached €75.9 million in 2024, representing a 17% year-on-year increase from the €64.6 million reported in 2023.
Market Analysis
Employment
Flemish Games Association
Aug 2025
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