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Market Analysis
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Report
46 pages
Digital Market Index: Q2 2025
In Q2 2025, non-gaming applications surpassed mobile games for the first time, accounting for 52% of the record $40 billion in total in-app purchase revenue.
Global mobile gaming downloads contracted by 6.8% year-over-year, while Strategy titles replaced RPGs as the highest-grossing gaming category with a 23% increase.
ChatGPT became the fastest application to reach one billion downloads and secured a top-five position in global revenue, signaling a major shift toward AI-driven utility.
Market Analysis
Global
Mobile
+1
Sensor Tower
Aug 2025
Report
104 pages
Annual Report 2025
Games Workshop achieved record financial results for 2024/25 with £617.5 million in revenue and £262.8 million in profit before taxation, leading to its promotion to the FTSE 100.
Licensing operating profit nearly doubled to £49.5 million, largely driven by the commercial success of the Space Marine 2 video game.
Core sales grew by 14.2%, fueled by strong performance in the trade channel and North American markets.
Game Publishing
Investment
UK
+1
Games Workshop Group
Aug 2025
Presentation
37 pages
Consolidated Financial Results Briefing Materials: FY3/26 Q1
Akatsuki Inc. reported a 44% year-over-year decline in consolidated sales to ¥2,313 million and an operating loss of ¥1,698 million for Q1 FY3/26.
The core Games business revenue contracted by 52% due to title withdrawals, a reactionary decline from the previous quarter, and high development costs for the upcoming 'Kaiju No. 8 The Game'.
IP Solutions revenue grew 168% to ¥298 million, driven by the consolidation of CRAYON, Inc. and the expansion of the Slash Gift online lottery service.
Market Analysis
Mergers & Acquisitions
Investment
+1
Akatsuki
Aug 2025
Report
133 pages
Vorhaus Digital Strategy Study: All Findings 2025
Digital-first entertainment has become the US standard, with smart TV penetration at 63% and connected devices officially surpassing traditional broadcast media.
Gaming is now a near-universal activity with 80% of the population participating, driven by daily mobile play and a significant rise in total annual in-game spending.
Consumers are adopting 'subscription cycling' to manage costs, despite the average household maintaining 3.5 video services and younger consumers (18–34) increasing annual digital media spending by $235.
Market Analysis
Player Behavior
Mobile
+1
Vorhaus Advisors
Aug 2025
Report
31 pages
Les Français et le jeu vidéo: 2025
The French video game market has reached 40.2 million players, representing 66% of the national population with an average player age of 40.
Social and multiplayer gaming are primary engagement drivers, with 86% of players using multiplayer modes and 60% reporting the formation of direct friendships through gaming.
Gender parity is a defining characteristic of the market, with women now comprising a 55% majority of players in the 16–30 age demographic.
Market Analysis
Player Demographics
France
+1
SELL – Syndicat des Éditeurs de Logiciels de Loisirs
Jul 2025
Report
20 pages
Games Industry Region Report China
The Chinese games market generated $48.7 billion in 2024, accounting for approximately 30% of total global industry revenue.
Chinese entities now dominate the global landscape, owning or developing 14 of the top 30 highest-grossing games worldwide as of early 2025.
The market supports a massive player base of over 701 million, with a significant shift occurring as domestic firms expand from mobile dominance into premium triple-A PC and console development.
Market Analysis
Monetization
China
PocketGamer.biz
Jul 2025
Report
34 pages
Llibre Blanc de la Indústria Catalana del Videojoc 2024
The provided report content contains no factual data, statistics, or industry insights regarding the Catalan video game industry, as it consists only of a meta-commentary requesting further information.
Market Analysis
Europe
Investment
+2
Direcció General d’Innovació i Cultura Digital
Jul 2025
Report
18 pages
The State of PC Game Distribution
Steam maintains a dominant market position, generating $10.8 billion in 2024 revenue with concurrent users increasing from 25.4 million in 2021 to 40.5 million by September 2025.
Developer reliance on Steam is extreme, with 88% of studios deriving over 75% of their revenue from the platform and 37% relying on it for more than 90%.
Despite 72% of developers labeling Steam a monopoly, diversification is underway, with 48% of studios utilizing the Epic Games Store and the Xbox PC store for distribution.
Market Analysis
Game Publishing
PC
+2
Rokky
Jun 2025
Report
16 pages
Mobile Game Feature Impact Spotlight
Strategic feature selection, rather than exhaustive feature adoption, is the primary driver of commercial success across the top 1,000 mobile games globally.
In the hybridcasual segment, implementing in-app purchase (IAP) bundles correlates with a $1.77 increase in lifetime revenue per download.
Casual puzzle leaders like Royal Match and Candy Crush Saga maintain market dominance with lower feature density, proving that core gameplay often outweighs the addition of luxury elements like cinematic cutscenes.
Market Analysis
Global
Mobile
+1
Sensor Tower
Jun 2025
Report
37 pages
Southeast Asia: Mobile Game Market Insights 2025
Southeast Asia is the world’s second-largest mobile gaming market by volume, recording 1.93 billion installs in early 2025, while ranking seventh globally in revenue at $625 million.
Indonesia is the region's primary volume driver with 870 million installs, whereas Thailand leads in monetization, generating $162 million in consumer spending.
Publishers based in Singapore and Vietnam have become a dominant global force, contributing over 5.8 billion installs to the international market through hypercasual and competitive titles.
Market Analysis
Mobile
Southeast Asia
+3
Sensor Tower
Jun 2025
Presentation
17 pages
Financial Results Q1 2025
PCF Group S.A. reported Q1 2025 revenue of 63.0 million PLN, an increase from 56.9 million PLN in Q1 2024.
The company recorded a net loss of 3.9 million PLN in Q1 2025, widening from a 0.9 million PLN loss in the same period last year.
Adjusted EBITDA fell significantly year-over-year, dropping from 11.0 million PLN to 1.7 million PLN.
Investment
Market Analysis
Europe
+1
PCF Group
Jun 2025
Report
1 pages
Video Game Business Snapshot: Q2 2025
Q2 2025 is defined by a surge in 'white knight' acquisitions, where major conglomerates are purchasing studios facing closure or downsizing to preserve creative talent and intellectual property.
Notable rescue acquisitions this quarter include KRAFTON’s purchase of Tango Gameworks, Behaviour Interactive’s absorption of Antimatter, and Gunzilla Games’ involvement with Game Informer.
The industry is shifting away from speculative growth toward strategic preservation, as large publishers prioritize securing proven development teams to stabilize long-term production pipelines.
Mergers & Acquisitions
Investment
Market Analysis
+1
DDM
Jun 2025
Report
28 pages
The Xsolla Report: State of Play Q2 2025
Mobile gaming is the industry's primary revenue driver, projected to reach $126 billion in 2025 with a total segment forecast of $150 billion.
Following the April 2025 Epic Games v. Apple court order, developers can now utilize direct-to-consumer web-shops to retain up to 95% of transaction value, with early adopters seeing millions in revenue recovery.
Hybrid monetization models—combining in-app purchases, advertising, and subscriptions—are used by 72% of developers and account for approximately 75% of total mobile revenue.
Market Analysis
Monetization
Market Forecast
+2
Xsolla
Jun 2025
Presentation
33 pages
FY2025.3 4Q Financial Results Presentation: Round One Corporation
Round One Corporation reported its financial results for the fiscal year ended March 2025, covering the period through the fourth quarter of FY2025.
The financial briefing took place on May 12, 2025, via a 60-minute webcast presentation.
The presentation session lasted 37 minutes, followed by a 23-minute Q&A segment.
Market Analysis
Investment
Arcade
+1
Round One Corporation
May 2025
Report
231 pages
The State of Video Gaming in 2026
The video game industry is in a period of contraction, with real-term spending on content declining by approximately 12% since 2021.
AAA production budgets have ballooned to between $200 million and $500 million, contributing to a capital-constrained environment marked by record-high layoffs and studio closures.
A small cohort of entrenched live-service titles now dominates the market, acting as 'black holes' that consume the majority of player time and spending, making new independent launches increasingly difficult.
Market Analysis
Global
Mobile
+2
Epyllion
May 2025
Report
67 pages
Studie Vlaams Gamebeleid: Eindrapport
The Flemish game industry lacks a 'missing middle' of mid-sized companies, with growth concentrated among a few major players despite an increase in total studio numbers between 2020 and 2024.
To compete in the $187.7 billion global market, Flemish policy must shift from project-based subsidies toward business scaling and private capital access for the 2026–2030 period.
Existing support mechanisms like the VAF/Gamefonds and the Tax Shelter are currently insufficient to match the aggressive fiscal incentives offered by international competitors such as Canada and France.
Market Analysis
Game Development
Funding
+1
Departement Cultuur
May 2025
Report
37 pages
2025 GDC Trends Report: Connecting the World Through Games
The mobile in-game advertising market reached $100 billion in 2024, officially surpassing revenue generated from in-app purchases.
Financial instability has forced 56% of studios to rely on personal funding as the publishing landscape becomes increasingly selective.
The industry is experiencing a 17% layoff rate, which has served as a primary catalyst for the formation of the United Videogame Workers union.
Market Analysis
AI
Monetization
+1
Game Developers Conference
May 2025
Presentation
46 pages
Consolidated Financial Results Briefing Materials: FY3/25
Akatsuki Inc. achieved a 46% year-over-year increase in consolidated operating profit to ¥3,915 million for FY3/25, despite a 1% decline in total sales.
The company maintains ¥33.3 billion in cash reserves to fund a ¥35 billion growth investment plan over the next three years, targeting M&A and next-generation game development.
Shareholder returns are increasing as the target Dividend on Equity (DOE) has been raised from 3% to 4% due to strong liquidity and a positive outlook.
Investment
Market Analysis
Japan
Akatsuki
May 2025
Report
2 pages
Press Start on Growth: Unlocking the Full Potential of the UK Video Games Industry
The UK video games industry currently contributes £6 billion in gross value added (GVA) and supports over 73,000 jobs, with the potential to add £5.7 billion in GVA and 5.4 million jobs over the next five years through strategic policy intervention.
Physical boxed software sales have collapsed, falling 34% year-on-year to represent only 4% of total market spend.
Esports experienced a significant surge of 44% year-on-year, driven by an increase in UK-based tournaments, contrasting with a 15% contraction in live-event spending.
Market Forecast
Market Analysis
Investment
+1
Ukie
May 2025
Presentation
19 pages
People Can Fly Q4 2024 Financial Results Presentation
People Can Fly is exiting the virtual reality market following the release of Project Bison in late 2025, citing the cessation of platform subsidies as the primary driver.
The company reported a net loss of PLN 175.3 million for fiscal year 2024, driven by significant one-off write-offs for Projects Red and Bifrost and the impairment of its Incuvo subsidiary.
Annual revenue grew to PLN 190.4 million in 2024, up from PLN 150.1 million in 2023, bolstered by work-for-hire contributions from Project Maverick and Project Echo.
Market Analysis
Investment
Game Publishing
+1
PCF Group
Apr 2025
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