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247 reports matching your filters
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Report
1 pages
An Agreement Regarding the Availability of Games in the Game Pass Subscription
11 bit studios S.A. has finalized a licensing agreement with Microsoft to bring 'Death Howl' and two additional publishing titles to the Game Pass subscription service.
The 'Death Howl' PC version is scheduled to launch on Game Pass on December 9, 2025, with the Xbox console version to follow upon its release.
The agreement covers both PC and Xbox platforms and is expected to materially influence 11 bit studios' financial performance in the 2026 fiscal year.
Game Publishing
Monetization
Console
+2
11 bit studios
Report
1 pages
Conclusion of an Agreement Concerning the Availability of Games within the Game Pass Program
11 bit studios S.A. signed an agreement with Microsoft Corporation on December 2, 2025, to include the game 'Death Howl' and two additional publishing titles in the Game Pass subscription service.
The licensing deal is expected to impact 11 bit studios' financial performance during the 2026 fiscal year.
The agreement is limited strictly to the three specified titles and their availability on the Game Pass platform, with no broader product or geographic scope.
Game Publishing
Monetization
Investment
+3
11 bit studios
Report
15 pages
Q3 2022 Earnings Call: Stillfront Group AB
The provided report content contains only administrative header information and lacks the financial data, operational metrics, or strategic commentary necessary to extract specific insights regarding Stillfront Group AB's Q3 2022 performance.
No revenue figures, growth percentages, or specific business updates were present in the provided text to summarize.
The source material provided is incomplete and does not contain the body of the earnings call transcript required for analysis.
Market Analysis
Monetization
Live Ops
+2
Stillfront
Report
78 pages
Annual Report 2019
Annual revenue grew to 256,574 from 221,304 in the previous period, representing a nominal increase of approximately 15.9%.
Operating profit rose to 81,199 from 74,319, reflecting a 9.3% increase in overall operational profitability.
Revenue at constant currency reached 255,295, indicating that currency fluctuations had a positive impact of 1,279 on the reported revenue figures.
Market Analysis
Monetization
Investment
+2
Games Workshop Group
Report
20 pages
Half-Yearly Report: 2022-2023
Games Workshop Group PLC reported core revenue of £212.3 million for the 26-week period ending November 27, 2022, an increase from £191.5 million in the same period of 2021.
Licensing revenue declined to £14.3 million for the 26 weeks ending November 27, 2022, compared to £20.1 million during the equivalent period in 2021.
Market Analysis
Monetization
Investment
+1
Games Workshop Group
Report
1 pages
Raport Bieżący Nr 38/2021: Nieosiągnięcie przez PCF Group S.A. Tantiem ze Sprzedaży Gry „Outriders”
PCF Group S.A. received no royalty payments from Square Enix Limited for the game 'Outriders' for the period of 1 April 2021 through 30 June 2021.
The contractual deadline for royalty payments for the second quarter of 2021 expired on 14 August 2021 without any funds being transferred to PCF Group.
PCF Group concluded that Square Enix has no current obligation to pay royalties, as the publisher has not yet recovered the specified production, distribution, and promotion costs required by the 16 February 2016 agreement.
Monetization
Europe
PC
+1
PCF Group
Report
10 pages
Q4 2025 Investor Presentation
The company achieved Q4 2025 net sales of SEK 3,123 million, marking 8% organic growth and a 108% year-over-year increase in constant currency.
Adjusted EBITDA for Q4 2025 reached SEK 717 million with a 23% margin, supported by an unlevered free cash flow of SEK 878 million.
User acquisition spending surged to 38% of revenue in Q4, representing a 98% year-over-year increase driven by the integration of Plarium and scaling of casual and racing franchises.
Market Analysis
Monetization
User Acquisition
+5
Modern Times Group
Report
26 pages
Q4 2025 Financial Report
Modern Times Group MTG AB achieved all-time high revenues and adjusted EBITDA in Q4 2025.
The company recorded 8% organic growth for the fourth quarter of 2025.
Full-year organic growth for 2025 reached 9%, placing the company at the top end of its updated guidance.
Market Analysis
Monetization
User Acquisition
+1
Modern Times Group
Report
4 pages
McDonald's Reports First Quarter 2025 Results
McDonald’s global comparable sales declined by 1.0% in Q1 2025, with consolidated revenues falling 3% year-over-year to $5.96 billion.
Diluted earnings per share dropped 2% to $2.60, though non-GAAP figures suggest underlying performance remained more stable when excluding restructuring charges.
The U.S. market faced a 3.6% decrease in comparable sales, primarily attributed to a reduction in total guest counts.
Market Analysis
Monetization
Global
+1
McDonald's Corporation
Report
10 pages
Take Rates in China
Chinese Android app stores, dominated by manufacturers like Huawei, Oppo, and Vivo, typically charge a 50% commission on in-app purchases, significantly higher than Apple’s 30% rate.
Hardware manufacturers rely heavily on these high take rates for profitability; for example, Xiaomi reports a 64.7% gross profit margin on services compared to only 7.2% on hardware sales.
While iOS users account for only 25% of the Chinese gaming population, they generate approximately 40% of total mobile game revenue.
Monetization
Market Analysis
China
Niko Partners
Feb 2026
Report
21 pages
Interview with Game Expert at Line Studio: Japan Market Insights
Japanese mobile gaming is shifting toward lighter genres, with puzzle, strategy, and simulation titles now accounting for approximately 30% of all downloads.
Cross-platform functionality is a critical market requirement, as 39% of Japanese gamers now actively play across two or more platforms, including mobile, console, and PC.
Korean 'sub-culture' titles like Blue Archive, Goddess of Victory: NIKKE, and Lineage W have successfully penetrated the market by combining moe-style character designs with high-polish visuals and short-session playability.
Market Analysis
Player Demographics
Monetization
+1
KOCCA – Korea Creative Content Agency
Report
31 pages
The Dual Frontier: A Retailer’s Framework for Agentic Commerce
Retailers must prioritize high-quality, structured catalog data, as insufficient data in an agentic environment causes total exclusion from a shopper's consideration set rather than just lower conversion rates.
A 32-point readiness diagnostic across four pillars—catalog, infrastructure, organizational capacity, and strategic urgency—determines the viability of agentic commerce, with scores of 26–32 indicating immediate readiness and 0–9 requiring foundational work.
Retailers should adopt a calibrated data-sharing strategy, categorizing signals into 'share freely,' 'share selectively,' and 'protect' to balance recommendation accuracy with the need to safeguard proprietary competitive advantages.
Market Analysis
AI
Monetization
+2
InvestGame
Feb 2026
Report
5 pages
Nexon Releases Earnings for Fourth Quarter and Full-Year 2025
Nexon achieved record full-year 2025 revenue of ¥475.1 billion, a 6% year-over-year increase, with operating income holding steady at ¥124.0 billion.
The new title ARC Raiders was a major growth driver, selling over 14 million units within 15 weeks and reaching a peak of 960,000 concurrent users.
The 22-year-old MapleStory franchise reached record annual revenue with 43% year-over-year growth, helping to offset a 21% decline in the Dungeon&Fighter franchise.
Market Analysis
Monetization
Game Publishing
+3
NEXON Co.
Feb 2026
Report
18 pages
Vietnam Mobile Gaming 2025: The Next Billion-Dollar Frontier in Southeast Asia
Vietnam's mobile gaming market is projected to reach a billion-dollar valuation by 2025, supported by a 9.8% compound annual growth rate.
A 2025 regulatory crackdown resulted in the removal of 1,081 unlicensed titles, leading to a 13.7% decline in total downloads but fostering a more stable environment for compliant mid-core games.
Vietnam demonstrates strong monetization potential, with revenue per download exceeding that of the Philippines by at least 28%.
Market Analysis
Market Forecast
Player Demographics
+4
InvestGame
Feb 2026
Report
19 pages
Southeast Asia Gaming Consumer Economy
The Southeast Asian gaming population is projected to reach 367.8 million by 2025, with Indonesia, Malaysia, the Philippines, Singapore, Thailand, and Vietnam accounting for 85% of the total regional gamer base.
Mobile gaming is the dominant market force, generating 70% of in-game revenue and achieving a 13.7% CAGR in consumer spending between 2018 and 2021, reaching a total of US$5.57 billion.
Monetization is heavily reliant on free-to-play models with in-app purchases, which account for 86% of total revenue, though hybrid and subscription models are increasingly utilized.
Market Analysis
Player Demographics
Player Behavior
+2
Telekom Malaysia
Feb 2026
Report
82 pages
Vietnam Gaming Outlook 2026: Building Sustainable Growth
Vietnam’s mobile gaming sector is shifting from an ad-driven model to hybrid-casual titles prioritizing in-app purchases (IAP) and subscriptions, following a 65% surge in local IAP growth in 2025.
While Vietnam led global Google Play downloads with 6.1 billion installs in 2024, the market generated only $430 million, highlighting the profitability ceiling of pure advertising models.
Localized pricing strategies, including purchasing power parity tiers and one-tap tokenized payments, can increase conversion rates by over 20% and reduce checkout abandonment by up to 30%.
Market Analysis
Market Forecast
Monetization
+3
InvestGame
Feb 2026
Report
128 pages
Key Insights and Data: 2023–2025
Global gaming revenue is projected to reach $197 billion in 2025, representing a 7.5% year-over-year increase driven primarily by mobile and PC segments.
Mobile gaming remains the dominant force in the industry, accounting for over 50% of global revenue and more than 80% of the total player base.
The mobile market is increasingly a winner-take-all environment, with the top 10 to 50 titles on Google Play and the Apple App Store capturing a growing share of total revenue.
Market Analysis
Mobile
Monetization
+3
InvestGame
Jan 2026
Report
45 pages
Why Chance-Based Mechanics Keep Us Hooked
Monopoly GO! generates $100 million to $125 million in monthly revenue by utilizing a 'saw-tooth' gameplay loop that alternates between resource depletion and sudden, event-driven recovery.
Player engagement is driven by the dopamine release associated with the anticipation of rewards rather than the intrinsic value of the prizes themselves.
Developers manipulate game probabilities to prioritize emotional impact over mathematical fairness, such as limiting low-tier prize outcomes to as little as 13%.
Monetization
Player Behavior
Game Design
+1
Sensor Tower
Jan 2026
Report
57 pages
How to Build an Effective Offer System in Your Game
A tiered pricing ladder ranging from under $1 to $99, which escalates after purchases and regresses during inactivity, allows for precise alignment with individual player spend propensity.
Conversion is driven by repeated exposure, with players typically requiring seven viewings of an offer before completing a purchase.
Strategic implementation of a limited set of offer types can drive conversion rates as high as 96% on login offers and increase repeat-purchase value by approximately 20% through endless offers.
Monetization
Live Ops
Market Analysis
+2
Sensor Tower
Jan 2026
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
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