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Report
13 pages
Interview with Kim Yoo, License Manager at Bandai Namco Korea
The Japanese character market has shifted from a niche segment to a mainstream industry driven by high-spending female consumers in their 20s and 30s.
Market demand is moving away from traditional collectible figures toward lifestyle goods, customizable plush toys, and content optimized for social media sharing.
Strategic success requires a dual-track model that balances mass-market accessibility with premium, limited-edition product offerings.
Market Analysis
Player Demographics
Game Publishing
KOCCA – Korea Creative Content Agency
Jan 2025
Report
39 pages
Annual Report of the German Games Industry 2025
Germany’s video game sector generated €5.84 billion in 2024, representing a 6% year-on-year decline despite the country maintaining its position as the world's fifth-largest market.
Consumer spending has decisively shifted toward digital models, with online gaming and subscription services surging 43% to €3.26 billion, while traditional game purchases dropped by 17%.
Mobile gaming has become a primary market driver, growing 63% since 2019 to reach €3 billion in revenue, while hardware sales contracted by 10% overall, led by a 26% decline in console sales.
Market Analysis
Player Demographics
Employment
game
Jan 2025
Report
19 pages
What Does the Monetization Landscape Look Like for Video Games in MENA?
The MENA-3 gaming market (KSA, UAE, Egypt) generated $2 billion in player spending in 2024 and is projected to grow to over $2.7 billion by 2028.
Payment infrastructure is a major barrier, as 67% of the regional population lacks access to traditional credit or debit cards, necessitating the integration of local payment networks like Mada in Saudi Arabia and Fawry in Egypt.
Direct-to-consumer (D2C) web shops are essential for bypassing 30% app store fees, with 53% of paying gamers in the region already utilizing official game websites for purchases.
Monetization
Market Analysis
Player Demographics
+1
Xsolla & Niko Partners
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
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
Games Industry in 2025
The global games market reached $199.4 billion in 2024, but growth is projected to slow to 0.9% in 2025 due to the delay of Grand Theft Auto VI into 2026.
In-game spending now drives 77% of total industry revenue, while physical media is expected to decline to just 2% of the market by 2026.
The launch of the Nintendo Switch 2 in 2025 is expected to create a $7–8 billion content opportunity with significant potential for increased in-game monetization.
Market Analysis
Player Demographics
Global
+1
Ampere Analysis
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
7 pages
Roblox as a Strategic Growth Platform: What Developers Need to Know
Roblox has scaled to 112 million daily active users and distributed over $300 million to creators in a single quarter, functioning more like a social media platform than a traditional gaming engine.
The 13+ demographic is the platform's fastest-growing segment, increasing by 54% year-over-year and bringing higher spending power to the ecosystem.
Success on the platform is driven by cultural fluency and rapid iteration rather than graphical fidelity, with discovery algorithms favoring native platform knowledge over traditional production cycles.
Market Analysis
Player Demographics
Monetization
+2
Newzoo
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
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
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
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
76 pages
Spelutvecklarindex 2024: Sweden
Sweden's video-game sector grew domestic turnover by 6.4% to 34.6 billion SEK in 2023, with total turnover reaching 90.4 billion SEK when including foreign subsidiaries.
The industry reached a record 1,010 development firms, an 8% increase, while domestic employment grew by 8% to 9,089 staff despite a 4% decline in the overseas workforce.
High-profile M&A activity remained significant, highlighted by Embracer’s €4.9 billion sale of Gearbox to Take-Two and EQT’s €28.7 billion acquisition of Keywords Studios.
Market Analysis
Game Development
Player Demographics
+1
Dataspelsbranschen
Nov 2024
Report
134 pages
Videojuegos en Aulas Europeas: Resultados del Proyecto de Investigación 'Juegos en las Escuelas 2023-2024'
36% of the 1,474 European teachers surveyed currently integrate video games into their lessons, with over half of those users employing them regularly.
The primary barriers to adoption are the difficulty of finding age-appropriate, curriculum-aligned, and GDPR-compliant games (45%) and technical limitations such as inadequate hardware or internet access (42%).
Teacher digital competence has risen to a self-reported 7.7/10 since the 2009 baseline, supported by more positive attitudes and increased backing from school leadership.
Diversity & Inclusion
Market Analysis
Player Demographics
+2
European Schoolnet
Nov 2024
Report
119 pages
Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project
While 53% of Europeans play video games and the industry exceeds €25 billion in annual revenue, only 36% of surveyed teachers currently use games in the classroom, with 63% explicitly requesting more professional training.
Teachers who do integrate games report significant improvements in student motivation, problem-solving, and psychological capital, noting particular efficacy for special-needs, low-performing, and female students.
The primary barriers to adoption include a lack of curriculum-aligned titles, insufficient hardware and broadband infrastructure, and parental concerns regarding screen time and data privacy.
Educational
Europe
Game Design
+1
European Schoolnet
Nov 2024
Report
20 pages
Live Streaming Trend Report: Q3 2024
Total live-streaming viewership reached 8.5 billion hours in Q3 2024, marking a 12 percent year-over-year increase.
Kick emerged as the third-largest streaming platform with 534 million hours watched, representing a 103 percent growth rate and a 6.3 percent market share.
Twitch experienced a 4 percent decline in viewership during Q3 2024, even as it hosted record-breaking subscriber events like ironmouse’s 320,000-follower marathon.
Streaming
Market Analysis
Player Demographics
+1
Stream Hatchet
Sept 2024
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
20 pages
Live Streaming Trends Report: Q2 2024
The live streaming industry saw a 10% year-over-year growth in Q2 2024, reaching 8.5 billion total hours watched.
Twitch's market share dropped from 70% to 60%, while YouTube Gaming and Kick captured 23.4% and 5.5% of the market, respectively.
Viewership is decentralizing, with the top 5% of streamers now holding 86% of the market share, down from 98% in 2019.
Streaming
Market Analysis
Player Demographics
+1
Stream Hatchet
Jul 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
9 pages
How Gamers Discover What to Play
Gamers utilize an average of four to five distinct information sources before purchasing a new title, reflecting a shift away from single-channel marketing reliance.
YouTube is the primary discovery platform for 52% of gamers and is ranked as the most trusted source of information.
Purchasing decisions are driven by risk mitigation, with 40% of players prioritizing established franchises and 25% favoring games from respected developers.
Marketing
Player Behavior
Player Demographics
+1
Big Games Machine
May 2024
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