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Report
26 pages
Key Insights into Role-Playing Games (RPGs)
As of 2022, Role-Playing Games (RPGs) rank as the highest-revenue genre in the global gaming market.
The player base is predominantly male (58%) and young, with 59% of users falling between the ages of 10 and 30.
Monetization is heavily driven by pay-to-play models used by 97% of the player base, supplemented by in-app purchases at 90%.
Market Analysis
Player Demographics
Player Behavior
+2
Newzoo
Jan 2025
Report
61 pages
Mobile Monetization Report 2025
Top US mobile titles are increasingly bypassing platform fees, with direct-to-consumer revenue via webshops and alternative payment systems growing by 46%.
The App Store is significantly outperforming Google Play, evidenced by a 71% increase in 90-day ARPPU and a rise in high-value US players spending over $100 from 22% to 32%.
The Strategy genre surged over 25% globally, driven by a 213% explosion in Card Battlers, while the Puzzle genre grew 15% behind a 911% revenue spike in Block Puzzles.
Monetization
Market Analysis
Player Behavior
+2
AppMagic
Jan 2025
Report
27 pages
Unlocking Games Revenue: Player Behavior and Payment Trends in the West
Growth in mature Western markets is plateauing, with projected 2027 CAGRs of only 1.1% in North America and 3.1% in Europe, shifting the focus to maximizing value from existing players.
North America and Europe represent 46% of global gaming spend despite housing only 20% of the global player base.
North American players spend an average of $324.90 annually, significantly higher than the $125.40 average annual spend per payer in Europe.
Monetization
Player Behavior
Market Analysis
+2
Newzoo & Tebex
Jan 2025
Report
94 pages
PC & Console Gaming Report 2025
Console revenue is projected to grow at a 13% CAGR through 2027, significantly outpacing single-digit growth for PC, with major catalysts including the release of GTA VI and the Nintendo Switch 2.
Market dominance is heavily concentrated in established franchises, as new releases captured only 9% of total playtime in 2024, with annual franchises accounting for 67% of new-release hours on consoles.
Title diversity is shrinking, evidenced by a 27% decline in the average number of titles played per user on Steam in the US, with drops as high as 34% in markets like Russia and Brazil.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2025
Report
11 pages
Gaming’s Cheating Crisis Report: The Impact on Players and Profit
Cheating is a pervasive issue, with 80% of online players reporting encounters and over half experiencing unfair play at least several times a month.
Financial stability is at risk, as 55% of gamers have reduced or stopped in-game spending and 42% have considered quitting specific titles due to cheating.
Players are highly receptive to stringent security measures, with 73% willing to undergo identity verification and 79% supporting cross-game bans to ensure fair play.
Market Analysis
Player Behavior
Monetization
+1
PlaySafe ID
Jan 2025
Report
34 pages
Cross-Platform Gaming: Bridging Mobile and PC/Console
Mobile remains the primary driver of scale with 52 billion projected downloads and $82 billion in in-app purchase revenue for 2025, while PC and console segments generate over $12 billion from 1 billion units sold.
Unified cross-platform ecosystems, exemplified by titles like Genshin Impact and Delta Force, significantly improve player retention by enabling seamless progress synchronization across devices.
Publishers should adopt one of four strategic models—companion apps, 'lite' discovery versions, adapted standalone experiences, or full cross-play—to bridge the gap between mobile reach and PC/console engagement.
Market Analysis
Cross-Platform
Global
+1
Sensor Tower
Jan 2025
Report
6 pages
From Games to the Big Screen: The Impact of IP Across Platforms
The Fallout television series triggered a 410% surge in daily PC sales for Fallout 4 and sustained a 225% increase in daily active users for legacy titles for up to 20 weeks post-premiere.
The Minecraft film grossed over $900 million while driving a 44% spike in mobile in-app revenue and a 36% increase in console sales.
Transmedia adaptations create a symbiotic growth loop that simultaneously boosts gaming metrics and streaming platform performance, such as the 23% increase in Amazon Prime Video downloads following the Fallout series launch.
Market Analysis
Player Behavior
Marketing
+2
Sensor Tower
Jan 2025
Report
56 pages
Gaming: Your Marketing Cheatcode
Gaming commands 3.4 billion players globally, yet receives less than 5% of total media investment, indicating a significant misalignment between consumer attention and advertising spend.
Custom in-game experiences can generate up to 100x higher attention levels compared to traditional social media platforms.
Immersive brand strategies are highly effective, with 55% of players expressing interest in acquiring branded virtual items.
Marketing
Player Behavior
In-Game Advertising
+1
dentsu gaming
Jan 2025
Report
22 pages
Mapping IP fandom with the Global Gamer Study
In 24 of 36 surveyed markets, gamers are more likely to play a title featuring an IP they favor, confirming that transmedia collaborations are a primary driver for acquisition and retention.
IP influence on player engagement varies significantly by region, peaking in South Asia (74%) and Latin America (64%) compared to more reserved engagement in Western Europe and Oceania (45%).
Global Favorites like Harry Potter and Disney maintain 90% recognition with high sentiment, whereas IPs like DC Comics show extreme regional variance, with 70% awareness in the U.S. versus only 21% in Japan.
Market Analysis
Player Behavior
Marketing
+1
Newzoo
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
47 pages
How to Prepare Your Live Ops for the Holiday Season
Implement a series of short-term, 1-to-3-day events to generate immediate spikes in player engagement and session frequency.
Structure holiday content as a 'soft-sawtooth' difficulty curve that alternates between periods of challenge and respite to maintain player momentum.
Integrate holiday events directly into the core gameplay loop to ensure they feel like natural extensions of the existing experience rather than disruptive additions.
Live Ops
Monetization
Player Behavior
+2
Sensor Tower
Jan 2025
Report
23 pages
2025 Mobile Gaming Benchmarks
75 percent of mobile games failed to achieve a 3 percent retention rate by day 28 in 2024, highlighting a widespread struggle to maintain long-term player loyalty.
Retention is the primary driver for both user acquisition ROI and sustainable monetization, making it the most critical metric for long-term viability.
Multiplayer titles command the longest average session durations of 8 to 9 minutes but struggle significantly with long-term user retention.
Market Analysis
Player Behavior
Retention
+2
GameAnalytics
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
8 pages
UGC Impact Study 2025
Games with official UGC support see a 31% revenue advantage over non-UGC titles after five years, growing from an 8% advantage in the first year.
UGC support drives long-term player retention, resulting in 75% higher concurrent user counts after two years and 115% higher after five years on PC.
Official UGC does not cannibalize sales; games with modding support see 105% higher median revenue per DLC, with SnowRunner players using mods being 2.4 times more likely to purchase official DLC.
Monetization
Player Behavior
Retention
+2
GameDiscoverCo
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
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
23 pages
U.S. Gamer Segmentation 2024 Edition
The U.S. gaming population stands at 236.4 million people, representing 71% of the population, which is a slight decline from the 2020 peak of 74% but remains above 2018 levels.
Average weekly engagement has increased to 14.5 hours, up 1.8 hours since 2022, while average spending over a six-month period has risen to $56.20.
The market is shifting toward more dedicated segments, with a migration away from casual 'Incidental Players' and 'Daily Dabblers' toward 'Super Gamers' and 'Transitionals'.
Market Analysis
Player Demographics
Player Behavior
+1
Circana
Aug 2024
Report
30 pages
Global Gamer Study 2024: How Consumers Engage with Games Today
Gaming is a primary entertainment pillar, with 80% of the global online population playing games and 85% engaging through play, viewing, or social communities.
Gen Alpha and Gen Z are the most active demographics, with over 90% engagement and Gen Alpha spending 5.2 hours per week on gaming, surpassing their time spent on social media.
A high-value segment of 'new game seekers' makes up 31% of PC and console players; these users are 50% more engaged than average players and 80% of them spend money on games monthly.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jul 2024
Report
14 pages
Children’s In-Game Spending: Europe
76% of children do not spend money on in-game extras, a figure that has remained stable since 2020.
Average monthly in-game spending among children who do make purchases dropped from €39 in 2023 to €31 in 2024.
95% of parents whose children spend money in-game have established formal agreements, with 49% requiring children to ask for permission and 27% enforcing strict spending limits.
Monetization
Player Behavior
Market Analysis
+1
Ipsos
Jun 2024
Report
20 pages
Stream Hatchet Q2 2024 Report
Live streaming viewership reached 8.5 billion hours in Q2 2024, representing a 10% year-over-year increase.
Twitch's market share of hours watched declined from 70% in Q2 2023 to 60% in Q2 2024.
YouTube Gaming grew to a 23% market share, while the platform Kick captured 5.5% of the total viewership.
Streaming
Market Analysis
Player Behavior
+1
Stream Hatchet
Jun 2024
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