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Report
46 pages
The Global State of Game Publishing & Marketing 2025 Industry Report
The global game publishing market is projected to grow from $117.4 billion in 2025 to $150.5 billion by 2030, driven by a market where 95% of revenue is already generated through digital distribution.
Multiplatform launches have increased by 40% as developers prioritize cross-platform strategies, which can boost total revenue by up to 40%.
Live Service Games have become the industry standard, with 95% of studios now developing titles specifically designed for recurring revenue models.
Market Analysis
Market Forecast
Marketing
+1
Game Publishing & Marketing Summit
Jan 2025
Report
46 pages
Japan Game Market Insights 2025
Domestic publishers maintain a dominant market position, capturing roughly one-third of total downloads and over 50% of all in-app purchase (IAP) revenue in Japan.
Anime-style intellectual property remains the primary revenue driver, accounting for 42% of total IAP revenue between January and July 2025.
Mobile action and strategy titles accounted for 63% of total digital advertising spend during the first half of 2025.
Market Analysis
Mobile
Japan
+1
Sensor Tower
Jan 2025
Report
38 pages
Is the Past the Future of Gaming?
Remakes and remasters have become a major industry pillar, with roughly 200 releases annually and projections indicating 30 high-profile titles for 2025.
Commercial performance for remakes frequently outperforms original releases, evidenced by the Resident Evil 4 remake achieving 10 million sales within two years.
Nostalgia is the primary consumer driver, with over 80% of 1,500 surveyed gamers citing the desire for emotional comfort as their main motivation for purchasing updated titles.
Market Analysis
Player Behavior
UK
MTM
Jan 2025
Report
23 pages
PC & Console Year in Review 2025
Indie and 'Triple-I' titles have become a major market force, accounting for over 25% of total Steam revenue in 2025.
Co-op games are a primary revenue driver, representing 11 of the top 20 highest-grossing titles of the year.
China has emerged as a dominant global market, ranking as the top region for Steam and the fifth for PlayStation, largely driven by the success of titles like Black Myth: Wukong.
Market Analysis
Global
PC
+1
Alinea Analytics
Jan 2025
Report
47 pages
Mobile Games in 2025: Trends & Strategies Supercharging Revenue Growth
The mobile gaming market is shifting toward higher monetization efficiency, evidenced by a 3.8% increase in consumer spending to $65.7 billion despite a 6.6% decline in total downloads.
Spending per download rose by 11.2% in 2024, as the industry prioritizes high-value user retention over the volume-based acquisition strategies of previous years.
New game releases dropped by over 43%, yet top-tier titles are reaching the $1 million revenue milestone nearly twice as fast as they did in 2022.
Market Analysis
Monetization
Player Demographics
+2
AppFigures
Jan 2025
Report
37 pages
UK Interactive Entertainment Japan Market Report 2025
Japan generates 9.1% of global game revenue from only 2.2% of the global player base, with an average per-player spend of $223 compared to $145 in the UK.
The PC and console segment, excluding mobile and Nintendo platforms, represents a $2.5–3.0 billion market opportunity for developers.
PC gaming revenue in Japan grew 16.2% year-over-year in 2024, significantly outpacing the 4.4% global growth rate, though this momentum faces headwinds from a weakening yen.
Market Analysis
Japan
Player Demographics
+1
UK Interactive Entertainment
Jan 2025
Report
32 pages
New Zealand Plays
Gaming is a mainstream activity in New Zealand, with 81% of the population playing and 73% of households owning two or more gaming devices.
The average New Zealand gamer is 36 years old, with 80% of the gaming population aged 18 or older.
Over 75% of parents implement gameplay limits for their children, with nearly 40% describing these rules as strictly enforced.
Player Demographics
Market Analysis
New Zealand Game Developers Association
Jan 2025
Report
25 pages
Mobile Casual Benchmarks Report 2025
Hybrid casual games are significantly more profitable than hypercasual models, with top subgenres like Merge 3, Luck Battle, and Life Simulator achieving ARPU figures between $11.08 and $14.83.
Pure hypercasual and simulation games suffer from poor long-term sustainability, characterized by low 30-day retention rates of approximately 3% and an ARPU of only $0.79.
Merge 3 games demonstrate high player engagement, leading all subgenres with an average session duration of 656 seconds.
Market Analysis
Player Behavior
Retention
+2
Appodeal
Jan 2025
Report
10 pages
Interview with Lee, Su-Hyun: South Korea
South Korea’s fashion industry is undergoing a comprehensive digital transformation (DX) that integrates generative AI for 3-D virtual prototyping, smart-factory automation, and data-centric marketing to reduce sample costs and lead times.
The adoption of on-demand production and digital traceability is being prioritized to meet carbon-neutral objectives and support circular-economy initiatives within the fashion value chain.
Smart apparel development is currently limited to functional niches in sports, healthcare, and disaster safety, with technical progress hindered by the durability of conductive fibers and the need for miniaturized, flexible battery solutions.
AI
Market Analysis
South Korea
KOCCA – Korea Creative Content Agency
Jan 2025
Report
22 pages
Mobile App Trends Spotlight Edition: Türkiye 2025
The Turkish mobile app market is projected to reach $1.65 billion in revenue by 2029, supported by an 87% internet penetration rate and a global top-ten ranking for downloads and time spent in-app.
Generative AI applications experienced a 142.5% surge in downloads between 2023 and 2024, driven by local hyper-casual studios pivoting to AI-first development and proprietary Turkish-language models.
Finance app installs grew by 30% in the first half of 2025, bolstered by an 85% mobile banking adoption rate and retention rates that consistently outperform global medians.
Market Analysis
Player Behavior
Monetization
+2
Adjust
Jan 2025
Report
33 pages
Power of Play: 2025 Global Video Games Report
Video games provide measurable professional benefits, with gamers outperforming non-gamers in robotic surgery, emergency response, and retail simulations due to improved cognition, decision-making speed, and attentional control.
Organizations including NASA, the U.S. Air Force, and elite sports teams have integrated game-based platforms into their training pipelines to reduce error rates and improve return on investment.
Mobile devices are the primary gaming platform globally, accounting for 60–96% of all play sessions.
Market Analysis
Player Demographics
Player Behavior
+1
Video Games Europe
Jan 2025
Report
29 pages
Mobile Game Market Insights: India 2025
India is the world's largest mobile gaming market by volume, recording 8.45 billion downloads in the 2024-25 fiscal year.
Despite high download volume, in-app purchase revenue is limited to $400 million, though it is growing at 8.5% year-over-year due to increased digital payment adoption and high-value iOS spenders.
Revenue is heavily concentrated in core competitive genres, with Battle Royale titles like Garena Free Fire and Battlegrounds Mobile India accounting for 50% of total market earnings.
Market Analysis
Monetization
India
+1
Sensor Tower
Jan 2025
Report
2 pages
The Romanian Video Games Development Industry
The Romanian video game industry has nearly tripled its turnover in the last decade, growing from approximately €119 million in 2015 to over €340 million in 2024.
The sector’s workforce has expanded at an annual rate of 12%, with total headcount projected to reach 343,160 employees by 2024.
Market dominance is held by major multinational publishers like Electronic Arts in Bucharest and Ubisoft in Cluj-Napoca, while mid-size studios such as Amber, Green Horse Games, and Playtika contribute between 5% and 15% of total earnings.
Market Analysis
Employment
Salary
+1
RGDA – Romanian Game Developers Association
Jan 2025
Report
23 pages
The State of Puzzle Games: An Analysis of the Puzzle Category in Mobile Gaming
The hybridcasual puzzle model experienced a 430% revenue increase between early 2022 and early 2023, signaling a major shift in market structure.
Hybridcasual revenue in the 'pair' sub-genre grew from $7 million in Q1 2022 to $40 million in Q1 2023.
Traditional casual puzzle games are experiencing modest declines in both downloads and revenue despite maintaining overall market share through robust meta-features.
Market Analysis
Monetization
User Acquisition
+3
Sensor Tower
Jan 2025
Report
38 pages
The 2025 Guide to US Gaming Audiences: From Data to Personas
The US gaming audience is now gender-balanced and financially stable, with significant segments earning between $51,000 and over $250,000 in net worth.
Modern gamers prioritize immediate lifestyle quality and discretionary spending over long-term asset accumulation, frequently investing in premium groceries and convenience services.
Gaming is primarily a social and familial activity rather than a solitary pursuit, with consumer habits heavily influenced by multi-generational household dynamics.
Market Analysis
Player Demographics
Marketing
+1
Anzu & Semcasting
Jan 2025
Report
37 pages
The Industry Quest for Growth
Global games spending reached a record $199.4 billion in 2024, a 3.5% year-over-year increase, with projections stabilizing near $200 billion in 2025.
The upcoming Nintendo Switch 2 is projected to generate $7–8 billion in upside and reach 103 million units sold by 2030.
The delay of GTA VI is expected to reduce 2025 console spending by $2.7 billion, creating a strategic window for other publishers to capture holiday market share.
Market Analysis
Monetization
Global
+1
Nintendo
Jan 2025
Report
28 pages
Newzoo Hypercasual Mobile Game Genre Report: Eastern vs Western Markets
Hypercasual games accounted for 36 of the top 100 most downloaded mobile games in 2021, though the sector is highly volatile with only eight of the top 36 titles from 2020 remaining in the top rankings the following year.
Standard hypercasual titles struggle with retention, typically seeing less than 10% of players return by the seventh day, which is driving a strategic shift toward hybrid-casual models that incorporate meta-features and live operations.
Runner and racing games became the most downloaded subgenres in 2021, surpassing the previously dominant simulation and puzzle categories.
Market Analysis
Player Demographics
Hypercasual
+1
Newzoo
Jan 2025
Report
8 pages
Tower Defense Games - Industry Snapshot
Top-tier Tower Defense games achieve a 3.83% conversion rate and an ARPDAU of $1.66, significantly outperforming Idlers, Platformers, and Board Games.
The genre sustains a highly committed player base with an Average Revenue Per Paying User (ARPPU) of $83 and an average daily playtime of 130 minutes.
China is the most lucrative market for the genre, reaching a conversion rate of 8.7%, while France leads in engagement with 210 minutes of daily playtime.
Market Analysis
Player Behavior
Tower Defense
+2
GameAnalytics
Jan 2025
Report
34 pages
The Mobile App Growth Report: 2025 Edition
Global mobile app installs grew 11% year-over-year in 2025, with user sessions increasing by 10% as the industry shifts from volume-based acquisition to value-driven retention.
The Asia-Pacific region is the primary driver of global growth with a score of 45, led by India, which holds a national growth score of 49 and a gaming-specific growth score of 52.2.
Gaming remains the dominant global vertical, with Latin American and Middle Eastern markets projected to reach revenue milestones of $35.9 billion and $3.73 billion respectively by 2030.
Market Analysis
User Acquisition
Global
+1
Adjust
Jan 2025
Report
17 pages
Diversity and Inclusion in Gaming: Newzoo & Intel Report
Nearly 50% of U.S. gamers are more likely to support publishers that take active stances on social justice issues, signaling a shift in consumer expectations toward corporate responsibility.
47% of U.S. gamers actively avoid titles they perceive as not being designed for them, highlighting a significant barrier to market penetration for non-inclusive content.
Black and Hispanic/Latinx gamers are younger and more engaged than white counterparts, with 75% of Black PC players under the age of 35 compared to 50% of white players.
Diversity & Inclusion
Player Demographics
Market Analysis
+1
Newzoo
Jan 2025
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