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Market Analysis
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Report
22 pages
The 2026 State of Web Gaming Report: A Study of Developer and Gamer Perceptions
Web gaming is experiencing a resurgence as a strategic alternative to the plateauing growth observed in the PC, console, and mobile gaming sectors.
The primary driver behind the stagnation of traditional gaming platforms is an ongoing, significant challenge regarding game discoverability.
Web gaming has successfully reinvented its value proposition to address the limitations currently hindering growth in established gaming markets.
Market Analysis
Game Development
Player Behavior
+1
Poki
Jun 2026
Presentation
16 pages
AI in MTG: Moving Beyond Theory
Adopting an 'AI-first' development approach enabled the launch of five new mobile games in 2026, facilitating rapid iteration and simultaneous production of specialized content.
AI integration has achieved significant operational efficiencies, including a 99% reduction in marketing asset costs and an 80% time saving on influencer spotlight production.
Data analysis turnaround times have been reduced by 75% by utilizing AI agents to query large-scale datasets, allowing analysts to focus on high-level strategy.
AI
Game Development
Midcore
+2
Modern Times Group
Report
6 pages
CESA Game Industry Report 2025: Launch Seminar Report
The Japanese government has set a strategic target to reach 20 trillion yen in overseas content industry sales by 2033.
Approximately 50% of domestic game companies have integrated generative AI into their internal development pipelines.
Industry adoption of generative AI remains bifurcated, with high usage in production workflows but a cautious, risk-averse approach toward AI-generated content delivered to end-users.
Market Analysis
Japan
Game Development
CESA – Computer Entertainment Supplier's Association
Report
39 pages
Bilan du Marché Français: 2025
The French video game market reached €5.856 billion in 2025, a 2.9% year-over-year increase and the second-highest revenue in the industry's history.
Mobile gaming experienced an 11% surge to reach €1.792 billion, with free-to-play models accounting for 94% of that sector's total revenue.
Market share is distributed across consoles (44%), mobile (31%), and PC (26%), with software sales—driven by digital content and microtransactions—comprising over two-thirds of total revenue.
Market Analysis
Player Demographics
Player Behavior
+3
SELL – Syndicat des Éditeurs de Logiciels de Loisirs
Report
45 pages
Corporate Responsibility Report 2013
MTG achieved 14,129 MSEK in net sales while contributing 42 million TSEK in financial and media-time donations, primarily through the Reach for Change foundation.
The company reported a significant gender pay gap in 2013, with female remuneration averaging only 70% of male earnings.
MTG earned a score of 88 out of 100 in the CDP environmental report, though total carbon emissions increased by 7% due to corporate expansion.
Global
Diversity & Inclusion
Creative Ads
+1
Modern Times Group
Report
24 pages
Modern Responsibility Report 2010
MTG established a 2010 corporate responsibility framework across 33 countries, utilizing the Global Reporting Initiative to prioritize anti-corruption, regulatory compliance, and fair employment.
The company donated 111 million SEK in airtime to charitable causes in 2010, supporting initiatives like MTG United for Peace and Playing for Change.
MTG’s total climate impact reached approximately 15,000 tons of CO2e in 2010, with business travel-related emissions increasing by 36 percent.
Global
Finland
Market Analysis
+1
Modern Times Group
Report
42 pages
Modern Responsibility Report 2009
MTG established a formal corporate responsibility framework in 2009 to integrate governance, ethical conduct, and social accountability across its broadcasting operations in 31 countries.
The company recorded a total climate impact of approximately 13,000 tons of CO2e in 2009, leading to the implementation of carbon footprint audits across 19 countries and investments in energy-efficient infrastructure.
Human capital development was prioritized through the MTG Academy, which provided training to 81 percent of the company's permanent staff.
Market Analysis
Advertising
Marketing
+1
Modern Times Group
Report
62 pages
Annual Report 2024: Savvy Games Group
Savvy Games Group ranks as the eighth-largest global gaming company by net revenue and serves as the primary vehicle for Saudi Arabia’s goal to contribute $13.3 billion to GDP and create 39,000 jobs by 2030.
The organization has deployed over $12 billion in capital across nine major acquisitions since 2021 to scale its operations to nearly 4,000 employees across 22 countries.
The ESL FACEIT Group holds a 40% share of the global esports market and engages more than 225 million users through platforms like the Esports World Cup.
Market Analysis
Esports
Mergers & Acquisitions
+2
Savvy Games Group
Report
2 pages
Videogiocatori in Italia
69% of Italian gamers report that interactive entertainment stimulates the mind and improves teamwork capabilities.
Gaming is primarily utilized as a tool for stress relief, anxiety reduction, and the enhancement of cognitive skills like creativity and problem-solving.
Approximately 50% of Italian gamers engage in online multiplayer sessions on a weekly basis, highlighting the medium's role as a social platform.
Market Analysis
Player Demographics
Player Behavior
IIDEA
Report
1 pages
Video Games as a Tool for Mental Resilience: Italy
Gaming is a primary tool for mental health in Italy, with 71% of players using it to reduce stress, 60% to manage anxiety, and 49% to combat isolation.
The Italian gaming demographic is older than often assumed, with the 65+ age group representing 24% of players and the 45-54 bracket accounting for 21%.
Mobile devices are the dominant gaming platform in Italy, utilized by 59% of the population compared to consoles and computers.
Player Behavior
Player Demographics
Market Analysis
IIDEA – Italian Interactive Digital Entertainment Association
Whitepaper
13 pages
Gamer Motivation Profile: Empirical Research and Data Insights
The Gamer Motivation Profile utilizes a dataset of over 1.75 million global participants to categorize player behavior into twelve distinct motivational drivers across six primary clusters.
The psychometric model employs factor analysis to link player demographics, such as age and gender, with specific gaming preferences to enable precise audience segmentation.
Developers can use the framework to compare individual game franchises against broader genre benchmarks to identify how specific titles deviate from industry norms.
Player Behavior
Player Demographics
Market Analysis
+1
Quantic Foundry
Presentation
18 pages
Gamer Motivation Profile: Empirical Research Methodology
The Gamer Motivation Profile categorizes player behavior into twelve distinct factors grouped into six thematic clusters: Action-Social, Mastery-Achievement, and Immersion-Creativity.
The model is built on a global dataset of over 1.25 million unique gamers, providing a statistically significant foundation for analyzing player engagement.
The participant demographic is 74% male, 22% female, and 3% non-binary, with a median age of 23 and a primary geographic concentration in North America (33%) and Western Europe (14%).
Market Analysis
Player Demographics
Player Behavior
+2
Quantic Foundry
Report
20 pages
Global Gaming Report Q1 2026
The provided report content contains no market data, financial figures, or industry trends, consisting only of firm branding, location listings, and advisor names.
The document functions as a professional service profile for M&A and growth financing advisory rather than a research report on the gaming industry.
No specific growth rates, company performance metrics, or Q1 2026 industry statistics are present in the provided text.
Market Analysis
Mergers & Acquisitions
Investment
+1
Drake Star Partners
Apr 2026
Report
45 pages
Video Game Market Update: Q1 2026
The provided report contains no substantive market data, financial metrics, or industry analysis for Q1 2026.
The document is limited to a standard legal disclaimer regarding the nature of the information provided.
No specific companies, growth rates, or performance figures were included in the source text.
Market Analysis
Investment
Global
+1
Aream & Co
Apr 2026
Report
185 pages
Annual and Sustainability Report 2024
MTG finalized the acquisition of Plarium Global Ltd in early 2025, significantly scaling its mid-core gaming capabilities and adding the flagship title RAID: Shadow Legends to its portfolio.
The company reported 2024 net sales of SEK 6,015 million, reflecting 3% currency-adjusted growth, alongside an adjusted EBITDA of SEK 1,666 million and a net loss of SEK 210 million.
MTG maintains a strong financial position with SEK 3,543 million in cash and equivalents and zero utilized external debt, supporting a strategy of active share buybacks and evergreen franchise investment.
Market Analysis
Investment
Diversity & Inclusion
+1
Modern Times Group
Report
43 pages
Insight into Global Micro Drama App Marketing for 2026
The global micro-drama market is projected to reach $6 billion by 2026, supported by a 63.6% increase in active advertisers to over 700 in 2025.
AI-powered production tools drove a 144.9% increase in creative output per advertiser in 2025, enabling rapid localization and standardized production pipelines.
High-impact marketing campaigns, such as the 44,000 creatives for 'Evil Bride vs. The CEO’s Secret Mom,' demonstrate that short, cliffhanger-style ads with intense conflict are the most effective format for driving global engagement.
Market Analysis
Marketing
Advertising
+3
SocialPeta
Apr 2026
Whitepaper
10 pages
2026 Global Mobile App Marketing Trends White Paper
The mobile app market has shifted from volume-based growth to a quality-focused model, evidenced by a 16.7% YoY decline in active advertisers alongside a 73.3% surge in creatives per advertiser.
Global user acquisition spend grew 13% YoY to $78 billion, with the increase driven almost exclusively by iOS advertising.
Video remains the dominant advertising format, accounting for approximately 70% of social media inventory, while static and playable ads are relegated to testing and engagement signaling.
Market Analysis
Mobile
Marketing
+3
SocialPeta
Apr 2026
Report
23 pages
Gaming the Future: How to Make an Impact With Younger Generations
Gaming has become the primary entertainment medium for younger demographics, with 80% of under-18s actively gaming and Gen Z dedicating up to 22% of their free time to play.
In-game advertising significantly outperforms traditional metrics for younger audiences, driving an 86% boost in brand affinity among under-18s and increasing brand recall by 7 points and purchase intent by 9 points for those under 34.
Younger gamers are notably more receptive to in-game ads than older adults, with 75% of Gen Z players in the UK and US reporting that ads improve their gaming experience compared to only 34% of older adults.
Market Analysis
Player Demographics
Player Behavior
+4
Anzu
Apr 2026
Report
69 pages
State of Gaming 2026
PC and console platforms are seeing record revenue growth, highlighted by a 32% increase in Steam’s premium segment and the strong market performance of Battlefield 6.
Mobile gaming growth is slowing despite reaching 50 billion downloads in 2025, with hybrid-casual titles now serving as the primary drivers of incremental revenue.
Shooter games on PC and console have reached a download plateau, indicating that new releases are cannibalizing existing player bases rather than expanding the total market.
Market Analysis
Monetization
Mobile
+1
Sensor Tower
Apr 2026
Report
30 pages
Q4 2023 Gaming Industry Report: Global & MENAP Outlook
The global gaming market reached $212 billion in Q4 2023, with M&A activity surging to $68.7 billion, a 769% increase primarily driven by the Activision-Blizzard acquisition.
Mobile gaming remains the industry's primary platform, capturing 46% of the global player base, while indie PC titles have grown to represent approximately 30% of total revenue.
The MENAP region is a key growth area, contributing $2.8 billion to the market and recording a 30% quarter-over-quarter increase in both gamer population and venture capital investment.
Market Analysis
Investment
Global
+1
Shorooq Partners
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