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Market Analysis
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Report
13 pages
Game Development Studie 2024: Die wirtschaftliche Bedeutung der österreichischen Spieleentwicklungsbranche, ihre Dynamiken und Einflüsse auf die Gesamtwirtschaft
Austria’s game development sector has experienced rapid growth since 2017, with turnover increasing 285% to €92.8 million in 2023 and employment rising 128% to 1,080 jobs by 2024.
The industry generates a total economic impact of €188.7 million in revenue and supports approximately 2,260 jobs across the Austrian economy, reflecting a multiplier effect of 2.0.
The sector consists of 149 active firms, 81% of which are micro-enterprises with nine or fewer employees, and 54% are concentrated in Vienna.
Market Analysis
Employment
Game Development
+1
PGDA – Pioneers of Game Development Austria
Oct 2024
Report
22 pages
Global Indie Games Market Report 2024
Indie games have reached a historical milestone, doubling their revenue share since 2018 to match the combined earnings of AA and AAA titles on Steam.
High-budget 'Triple I' projects, defined as teams of over 50 people, now generate more than half of all indie market revenue.
Market wealth is increasingly concentrated at the top, as 2024 hits Black Myth: Wukong and Palworld sold 20.6 million and 20.1 million units respectively.
Market Analysis
Monetization
Video Game Insights
Sept 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
145 pages
State of Web3 in Saudi Arabia
Saudi Arabia captured 51% of all MENA Web3 venture capital funding in Q1 2024, totaling $429 million across 163 deals.
The government has committed $37.7 billion to esports and $13.3 billion to gaming, supported by major investment vehicles like Wa’ed’s $500 million fund and 500 Global’s $2.4 billion under management.
While the market is currently concentrated in consumer-facing sectors like DeFi, GameFi, and SocialFi, there is a significant supply gap for foundational infrastructure development.
Web3
Blockchain
Investment
+2
Adaverse
Jul 2024
Report
1 pages
Project & Studio Financing Snapshot July 2024
Publishers are prioritizing low-risk projects with budgets between $500k and $3 million, though there is an emerging demand for titles under $500k.
Investment is heavily skewed toward early-stage (pre-seed/Series A) and late-stage (Series C) rounds, leaving Series B financing scarce.
Funding trends show a shift toward smaller, more frequent capital raises, evidenced by a decline in total new capital value despite an increase in deal count.
Investment
Funding
Market Analysis
+1
DDM
Jul 2024
Report
19 pages
Q2’24 Gaming Deals Report
Private investment in the gaming industry reached a new quarterly benchmark of $1 billion across 116 rounds in Q2 2024, signaling a stabilization of the market.
Steam full-game sales grew by 27% year-over-year, driven primarily by a strong performance from indie and AA titles.
Early-stage venture capital is fueling current market activity, while late-stage deal-making remains sluggish due to persistent economic headwinds.
Investment
Mergers & Acquisitions
Market Analysis
+1
InvestGame
Jun 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
15 pages
Mobile Games Annual Investment Report
Venture capital in 2023 prioritized early-stage mobile gaming ventures, specifically those integrating blockchain technology and decentralized infrastructure.
Andreessen Horowitz led investment activity by deploying 63 million dollars across eight deals, including a 33 million dollar seed round for Proof of Play.
Investment focus remained diverse, spanning social gaming, AI-driven development, and fantasy sports, exemplified by Lumikai’s 22 million dollar investment in Eloelo.
Investment
Market Analysis
Global
+1
DDM
Jun 2024
Report
6 pages
How to Master Europe’s Digital Infrastructure Needs?
Video Games Europe opposes new network fees or expanded regulation of cloud services, arguing these measures would threaten net neutrality, increase consumer costs, and damage European digital competitiveness.
The European video game industry generates €24.5 billion in annual revenue and employs approximately 110,000 people, with 53 percent of the European population participating in gaming.
Gaming traffic is significantly lower than video streaming, with typical online gameplay consuming 60–80 megabytes per hour and high-intensity titles rarely exceeding 300 megabytes per hour.
Europe
Cloud Gaming
Streaming
+3
Video Games Europe
Jun 2024
Report
19 pages
Q2'24 Gaming Deals Report: Gradual Recovery
Steam full-game sales grew 27% year-over-year in Q2 2024, driven primarily by strong performance from independent and mid-sized titles.
Asia led global early-stage investment with $320 million across 28 deals, while North America dominated late-stage venture capital with $239 million across seven deals.
BITKRAFT was the most active early-stage investor by volume with 18 rounds, while a16z Games led in total deal value with $124 million invested.
Market Analysis
Investment
Mergers & Acquisitions
+1
InvestGame
Jun 2024
Report
35 pages
Gaming Spotlight H1 2024
Mobile gaming remains the dominant market segment with projected 2024 revenues of $83 billion, representing a 6 percent year-over-year increase.
Home-console and handheld gaming segments are experiencing a decline, with projected revenues of $42 billion (down 1 percent) and $2.5 billion (down 2 percent) respectively.
Growth in the mobile sector is primarily driven by rapid user acquisition and spending expansion in emerging markets, specifically India and Indonesia.
Market Analysis
Monetization
In-Game Advertising
+2
Sensor Tower
Jun 2024
Report
20 pages
Live Streaming Trends Reports (Q2'24)
Live streaming viewership reached 8.5 billion hours in Q2 2024, representing a 10% year-over-year increase and the first significant growth surge since the post-pandemic decline.
Twitch’s market share of hours watched dropped from 70% in Q2 2023 to 60% in Q2 2024, while YouTube Gaming grew its share to 23.4%.
The streaming ecosystem is becoming less centralized, with the top 5% of streamers now holding 86% of the market share, down from 98% in 2019.
Streaming
Market Analysis
Global
Stream Hatchet
Jun 2024
Report
14 pages
Children’s In-Game Spending 2024
The majority of children (74%) do not make in-game purchases, a stability trend maintained since 2020.
Among the 26% of children who do spend money in-game, the average monthly expenditure dropped to €31, with 73% of these spenders limiting their costs to €20 or less per month.
Gameplay-impacting items like weapons or powers are the primary drivers of spending (38%), followed by decorative cosmetics (30%) and loot-box rewards (21%).
Monetization
Player Behavior
Market Analysis
+1
Video Games Europe
Jun 2024
Report
45 pages
Digital Market Index: Q2 2024
Global consumer spending reached $36.2 billion in Q2 2024, an 11.7% year-over-year increase driven largely by non-gaming applications, which now account for 46% of total expenditure.
Strategy games surpassed RPGs as the top-grossing mobile gaming genre for the first time since 2017, bolstered by the performance of titles like Last War and Squad Busters.
U.S. digital advertising expenditure exceeded $27 billion in Q2 2024, with social media platforms capturing 76% of that total spend.
Market Analysis
Global
Mobile
Sensor Tower
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
Presentation
15 pages
Financial Results Q1 2024
PCF Group achieved a net profit of 11.0 million PLN in Q1 2024, a significant turnaround from the 0.9 million PLN net loss recorded in Q1 2023.
Quarterly revenue grew to 56.9 million PLN, up from 34.9 million PLN in the prior year, driven by the release of Bulletstorm VR and progress on Project Maverick.
EBITDA rose to 11.0 million PLN, compared to 3.0 million PLN in Q1 2023, reflecting a disciplined cost approach alongside higher revenue.
Market Analysis
Investment
Europe
+1
PCF Group
May 2024
Report
39 pages
State of the Game Industry 2025
The industry is experiencing significant instability, with 41% of developers affected by layoffs or studio closures and a shift toward smaller teams, as AAA representation drops to 15% while solo developers rise to 21%.
Financial access is tightening, forcing 56% of all developers and 82% of independent creators to rely on self-funding due to a scarcity of venture capital and publishing deals.
Generative AI adoption is cooling; while 52% of developers use the technology, 51% cite ethical concerns regarding IP theft and job displacement, leading 27% of companies to abandon the tools.
Market Analysis
Employment
AI
+2
Informa
May 2024
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