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Market Analysis
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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
71 pages
State of AI Apps Report 2025
Generative AI applications experienced explosive growth in H1 2025, reaching 1.6 billion downloads and $1.2 billion in in-app purchase revenue.
Revenue growth significantly outpaced adoption, with a 200 percent increase in in-app purchase revenue and a 67 percent rise in downloads compared to H2 2024.
The user base is heavily skewed toward younger males, with approximately 60 percent of users being male and nearly 70 percent under the age of 35.
Market Analysis
AI
Monetization
+2
Sensor Tower
Jan 2025
Report
65 pages
The State of AAA Game Advertising: 2023 Review
In 2023, AAA publishers shifted toward launch-focused campaigns, with new releases accounting for 50% of all top-tier advertising expenditure.
While YouTube remains the primary advertising medium for PC and console games, publishers are increasingly diversifying their media mix by integrating Facebook, TikTok, and Instagram to target specific demographics.
Strategic platform-based partnerships, such as deep Xbox branding and hardware collaborations, are now essential for anchoring major titles within broader ecosystem strategies.
Market Analysis
Advertising
Marketing
+3
Sensor Tower
Jan 2025
Report
40 pages
Gaming App Insights Report: 2025 Edition
Global mobile-gaming app installs grew by 4% year-over-year in 2024, signaling a recovery from 2023 market volatility.
Monetization is under pressure as median revenue per active user declined from $0.31 to $0.28.
User retention metrics weakened in 2024, with day-1 retention falling to 27% from the previous year's 28%.
Market Analysis
Monetization
User Acquisition
+2
Adjust
Jan 2025
Report
29 pages
InvestGame Q4'24 Report (Unknown Time)
The gaming industry is shifting toward long-term, objective-driven transactions, evidenced by a strong Q4 2024 M&A market and a 22% year-over-year increase in private investment funding.
Venture capital is pivoting away from game development studios in favor of platform and technology startups, forcing corporate venture arms to become the primary source of studio financing.
The work-for-hire sector is seeing major consolidation, underscored by the $2.8 billion buyout of Keywords.
Market Analysis
Mergers & Acquisitions
Investment
+1
InvestGame
Jan 2025
Report
35 pages
Guide to Growing Chinese Gaming Apps Overseas
Video advertising is the most effective monetization channel for Chinese developers in mature markets, currently yielding a 21% Day 7 return on ad spend.
Generative AI is being deployed at scale to automate the production of localized ad creatives, voice-overs, and performance-tested copy to reduce costs and speed up regional market entry.
Long-term player retention is increasingly driven by integrating social hangout spaces, customizable home systems, and minigames into core gameplay loops.
Market Analysis
Mobile
User Acquisition
+6
EA
Jan 2025
Report
37 pages
Japan Market Report 2025
Japan generates 9.1% of global games revenue from only 2.2% of the global player base, with an average revenue per user of $223 compared to $145 in the UK.
International stakeholders have a $2.5 to $3.0 billion market opportunity when excluding mobile and Nintendo platforms, which currently command 70% of console hardware dominance.
Japanese gamers prioritize narrative depth, character design, and solo play, contrasting with Western preferences for open worlds, high-end graphics, and competitive multiplayer.
Market Analysis
Player Demographics
Player Behavior
+1
UKIE – UK Interactive Entertainment
Jan 2025
Report
12 pages
Top 10 Hybridcasual Games in Q1 2025: The Great Puzzle Takeover
The top ten hybrid-casual games generated $87 million in net IAP revenue in Q1 2025, marking a 67 percent year-over-year increase.
Puzzle and arcade titles dominate the hybrid-casual market, collectively accounting for over 90 percent of total earnings with a 48 percent and 45 percent revenue share, respectively.
Block-puzzle games lead the puzzle category with 71 percent of revenue, while sort-puzzle titles experienced the fastest growth, increasing 5.6 times year-over-year.
Market Analysis
Monetization
Mobile
+2
AppMagic
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
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
29 pages
Game Developer Survey 2025
Unity remains the dominant engine, but studios are increasingly planning to move away from the platform following a 25% enterprise license price hike and the introduction of a $2,200 per-seat fee for pro users.
Open-source engines like Godot and Defold are gaining significant traction as alternatives to traditional engines, while ProBuilder and Houdini have become the fastest-growing 3D modeling tools for studios with fewer than 100 employees.
Mixpanel has seen a 120% surge in interest among developers, driven by a new startup-focused pricing tier that offers over $150,000 in value.
Market Analysis
Game Engines
Game Development
+2
Konvoy
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
8 pages
Global Gaming Industry Takes Center Stage
The provided report content is currently inaccessible due to a server-side authorization error.
No factual data, market statistics, or industry trends are available for analysis from the provided source text.
The document failed to load, preventing the extraction of any concrete insights regarding the global gaming industry.
Market Analysis
Market Forecast
Investment
+1
Morgan Stanley
Jan 2025
Report
21 pages
Newzoo's Generations Report: How Different Generations Engage with Games
Gen Z and Millennials spend significantly more time gaming weekly, averaging 7 hours 20 minutes and 6 hours 30 minutes respectively, compared to just over 2 hours for Baby Boomers.
Platform spending habits are polarized by generation, with Gen Z allocating 77% of their gaming budget to mobile while Baby Boomers direct 73% of their spend toward PC.
Engagement with game-related content is higher among younger cohorts, as 67–71% of Gen Z and Millennials both play and watch games, compared to 44–51% for older generations.
Player Demographics
Global
Market Analysis
+1
Newzoo
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
15 pages
Interactive Entertainment 2025: Global Market Sizing and Forecast
The global interactive entertainment market is forecast to reach $250.2 billion in 2025, marking a 4.6% year-over-year recovery driven by software publishing and established intellectual property.
Mobile gaming remains the industry's primary revenue driver, generating $115.7 billion in 2025, while PC gaming leads in growth rate at 4.2%.
Console hardware revenue is projected to contract by 31% in 2024 as the current hardware cycle concludes, though this is partially mitigated by a 5% increase in accessory sales.
Market Analysis
Market Forecast
Mobile
+3
Aldora
Jan 2025
Report
37 pages
The Intrinsic In-Game Advertising Key Trends Report H1 2025
Intrinsic in-game advertising (IIGA) delivers 2,957 attentive seconds per thousand impressions, nearly triple the performance of Facebook Infeed.
Adopting IIGA drives a 20-point lift in ad recall and a 21% lower cost per acquisition (CPA) compared to standard digital benchmarks.
Mobile platforms provide 25 times the scale of impressions and greater audience diversity, while PC and console platforms offer superior immersion through longer session lengths.
In-Game Advertising
Market Analysis
Monetization
+1
Anzu
Jan 2025
Report
65 pages
The State of AAA Game Advertising: A Look Back on the Biggest Launches and Trends of the Past Year
AAA advertising shifted heavily toward new title launches in 2023, which accounted for 50% of total ad spend compared to just 20% in the previous year.
YouTube remains the dominant advertising channel at 35% of total spend, though marketing budgets are increasingly diversifying into TikTok, Instagram, and OTT services to leverage short-form video engagement.
High-budget marketing is no longer the sole path to success, as titles like Lethal Company and PalWorld achieved millions of sales through viral gameplay and creator-driven interest with minimal ad investment.
Advertising
Market Analysis
Global
+2
Sensor Tower
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
19 pages
Hyper-Casual 9 Games Benchmark Report: Q3 2022
iOS maintains a significant retention advantage over Android across all performance tiers, with top-tier iOS games achieving 51% day-1 and 22% day-7 retention compared to 42% and 16% on Android.
The cost-per-install (CPI) gap between Android and iOS has narrowed to 10 cents, down from a four-year average of 15 cents, indicating intensified competition on the Android platform.
Median hyper-casual titles show a clear performance disparity between platforms, with iOS recording 25% day-1 and 6% day-7 retention versus 19% and 3% on Android.
Monetization
Market Analysis
Tenjin
Jan 2025
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