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Market Analysis
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Report
76 pages
Game Developer Index: Sweden 2024
Sweden’s video-game sector grew to SEK 90.4 billion in total global revenue in 2023-24, a 4.5% increase, while domestic net sales rose 6% to SEK 34.6 billion.
The industry’s footprint expanded to 1,010 registered firms, with Swedish-owned companies now operating 218 subsidiaries across 54 countries and employing 15,792 staff abroad.
Major commercial successes like 'Helldivers 2', which sold 12 million copies in three months, and 'Satisfactory', which reached 6 million copies, drove significant market presence and over 700 million streamed hours in 2023.
Market Analysis
Employment
Sweden
Swedish Games Industry
Jan 2024
Report
26 pages
Global PC Games Market Report 2024
The global PC gaming market is highly concentrated, with the top 10 games generating 61% of total revenue and the top 100 titles capturing 91% of the market share.
In 2023, the PC market reached $9 billion in revenue from 580 million units sold on Steam, marking a recovery from stagnation between 2020 and 2022.
Consumer preference shifted toward high-quality, story-focused premium titles, causing them to outperform live-service models during the 2023 period.
Market Analysis
Market Forecast
Video Game Insights
Jan 2024
Report
5 pages
2024 Analysis of OTT Usage Patterns and Content Consumption in Korea
Cost is the primary driver for subscription churn, with 61% of users citing usage fees as the main reason for cancellation and 31% specifically noting fee increases.
Content scarcity is a major retention risk, as 51% of respondents cancel subscriptions due to a perceived lack of worthwhile content.
Domestic dramas (48%) and OTT-produced originals (45%) dominate the South Korean market, accounting for the vast majority of viewing share.
Market Analysis
South Korea
Streaming
+1
KOCCA – Korea Creative Content Agency
Jan 2024
Report
54 pages
Save Point 2024: Recapping the Year’s Biggest Trends on Live Streaming
Simulcasting has become the industry-standard distribution model, with top creators achieving concurrent-viewer gains between 148% and 491% by broadcasting across multiple platforms simultaneously.
Co-streaming is now the primary driver of esports engagement, accounting for 44.4% of total viewership and 1.2 billion hours watched.
Kick experienced significant growth in 2024, surging 176% to reach 1.7 billion hours of viewership, bolstered by major events like the 1.4 million-viewer 'Stream Fighters 3'.
Streaming
Market Analysis
Global
+1
Stream Hatchet
Jan 2024
Report
6 pages
2024 Professional Gamer Workforce and Career Structure in Korea
South Korea’s professional e-sports workforce consists of 361 domestic players and 372 athletes competing in overseas leagues.
League of Legends is the dominant title for Korean professionals, accounting for 58 domestic players and 169 athletes competing internationally.
The professional player base is heavily concentrated in four domestic titles: League of Legends (58), Valorant (56), PUBG (54), and PUBG Mobile (48).
Market Analysis
Player Demographics
Salary
+2
KOCCA – Korea Creative Content Agency
Jan 2024
Report
33 pages
2024 State of Game Technology Report
Game engines are expanding beyond gaming, with 50% of developers now applying them to sectors like automotive, healthcare, and media, while Unreal Engine holds a 63% market share.
Generative AI has reached 65% institutional adoption as organizations integrate the technology to streamline development workflows.
Cloud-based development is now standard for nearly 50% of the industry, with Amazon Web Services serving as the primary infrastructure provider.
Market Analysis
Game Engines
Game Development
+1
Perforce
Jan 2024
Report
111 pages
Annual Universe of Positive Gaming Experiences 2024
Stillfront Group reported a net loss of 7,378 MSEK for fiscal year 2024, largely driven by a 6.9 billion SEK goodwill impairment in its North American segment.
Total net revenues reached 6,737 MSEK, reflecting a 2% organic revenue decline that prompted a major geographic reorganization into Europe, North America, and MENA & APAC.
Despite the net loss, the company generated over 1 billion SEK in free cash flow and improved gross margins to 80% through direct-to-consumer initiatives.
Market Analysis
Player Behavior
Global
+1
Stillfront
Jan 2024
Report
37 pages
State of the Game Industry 2024
The industry is undergoing a severe market correction characterized by widespread layoffs affecting one-third of the global workforce and a surge in studio closures.
Support for unionization has reached 57%, driven largely by younger professionals (ages 18–24) facing economic instability and dissatisfaction with corporate management.
While 49% of developers have adopted generative AI, 84% of the workforce reports significant concerns regarding copyright infringement and potential job displacement.
Market Analysis
Employment
Diversity & Inclusion
+3
Game Developers Conference
Jan 2024
Report
4 pages
Czech Gaming Industry Report 2024
The Czech gaming industry reached a total turnover of €226 million in 2023, representing a 33% year-over-year growth.
Total employment in the sector grew by 12.3% to 4,165 staff, with over 430 new positions created throughout 2023.
The industry released 39 total projects in 2023, consisting of 29 new titles, 10 early-access projects, and 10 DLCs.
Market Analysis
Employment
Europe
GDACZ – Czech Game Developers Association
Jan 2024
Report
13 pages
Video Games Europe Manifesto 2024-2029
The European video game sector grew by 16% between 2019 and 2024, reaching €24 billion in annual revenue and employing approximately 110,000 highly-skilled workers.
Between 2017 and 2022, the industry faced a significant regulatory burden consisting of 850 new EU obligations spanning over 5,000 pages of rules.
The PEGI age-rating system has successfully classified 40,000 titles across 40 countries, contributing to a 50% reduction in non-compliance penalties and a 20% decrease in energy-consumption violations.
Market Analysis
Player Demographics
Diversity & Inclusion
+1
Video Games Europe
Jan 2024
Report
2 pages
Comportamientos e Intereses de los Videojugadores: Spain
80% of Spanish gamers play primarily to meet new people and stimulate their minds, while 78% use gaming as a tool to reduce stress and anxiety.
Multiplayer gaming is perceived as a driver for skill development, with 78% of players associating it with creativity, 74% with teamwork, and 64% with improved cognitive and STEM-related abilities.
Social gaming is a core habit, as 55% of all participants view playing with others as a positive experience that fosters lasting friendships and shared memories.
Player Behavior
Player Demographics
Market Analysis
AEVI
Jan 2024
Report
11 pages
Supercharged: Powering the Future of the UK Video Game and Interactive Entertainment Industry
The UK video game industry has launched a five-year strategy aiming to establish the nation as the global leader in intellectual property and innovation by 2030.
The 2024-25 action plan prioritizes lobbying for more competitive tax reliefs, increased investment, and the introduction of a Digital Creativity GCSE.
Strategic efforts to strengthen the workforce include the expansion of the #RaiseTheGame diversity, equity, and inclusion programme and the creation of a sector-wide skills network.
Market Analysis
Marketing
Investment
+1
Ukie
Jan 2024
Presentation
5 pages
Slovak Game Industry Infographic 2024
The Slovak game industry generated 67.8 million euros in total turnover in 2024, with high market concentration where the top 10% of companies account for over 83% of total revenue.
The sector employs 982 professionals with a median age of 30–35, and while male-dominated, women comprise nearly 20% of the workforce, primarily in visual arts and marketing.
Self-funding is the primary financial model for 80.5% of companies, indicating a reliance on internal capital over public funding or international publishing deals.
Slovakia
Market Analysis
Employment
Slovak Game Developers Association
Jan 2024
Report
42 pages
ゲーム開発者の就業とキャリア形成 2024
Over 80% of game developers with formal vocational or university education in Japan received a salary increase in 2024.
The trend of rising earnings is consistent among full-time employees, with approximately 80% reporting wage growth over the past year.
Formal academic credentials serve as a significant predictor of wage growth, as employers prioritize these qualifications when determining compensation adjustments.
Salary
Employment
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2024
Report
46 pages
The State of Gaming 2024: An Analysis of the Current Mobile Gaming Market Trends
The global mobile gaming market contracted in 2023, with a 10% decline in downloads and a 2% drop in total revenue due to rising user acquisition costs and post-pandemic habit stabilization.
Player preferences shifted toward accessibility, resulting in an 8% revenue increase for Casual games and a 30% surge in the Hybridcasual segment, while Mid-core titles saw a 9% revenue decline.
Publishers are pivoting to emerging markets to offset costs, with the Middle East, Europe, and Latin America seeing revenue growth of 8%, 7%, and 4% respectively.
Market Analysis
Mobile
Global
+1
Sensor Tower
Jan 2024
Report
16 pages
State of Free-to-Play on Steam in 2024
Free-to-play titles dominate Steam engagement, accounting for 51% of all player hours despite representing only a small fraction of the platform's total game library.
The F2P market is highly consolidated, with the top 25 titles capturing 88% of all F2P playtime.
Market entry is increasingly difficult, as the average age of a top-ten F2P game is seven years, and only two new titles have successfully maintained a top-ten position over the last three years.
Market Analysis
Monetization
Steam
Video Game Insights
Jan 2024
Report
39 pages
Art Direction in Game Remakes: An Analysis of 7 Case Studies
Successful remakes prioritize the recreation of a game's original 'spirit' and atmospheric intent over simple increases in visual resolution.
Critical and fan reception serves as the primary metric for quality in modern remakes, often outweighing raw financial performance.
Developers achieve the highest success by rebuilding visual assets from scratch to leverage contemporary lighting and 3D environments, overcoming the technical constraints of original releases.
Market Analysis
Game Design
Game Development
+1
Room 8 Group
Jan 2024
Report
30 pages
Gaming Industry Report: Q4 2023
The global gaming industry reached a $184 billion valuation in 2023, reflecting a modest year-over-year growth of 0.6%.
Venture funding for the gaming sector dropped 33% quarter-over-quarter in Q4 2023 to $308 million, signaling a return to pre-pandemic capital levels.
Approximately 10,500 industry layoffs occurred in 2023 as companies prioritized operational efficiency, asset consolidation, and high-retention projects.
Market Analysis
Investment
Funding
+2
Konvoy
Jan 2024
Report
41 pages
Essential Facts About Video Games in Italy 2024
The Italian video games market generated a total sector turnover as detailed in the 2024 report.
The report provides a comprehensive breakdown of the Italian video games industry, including its current market size and economic impact.
Demographic data on Italian players is analyzed to provide insights into the local gaming population.
Market Analysis
Player Demographics
Europe
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2024
Report
64 pages
The Game Industry of Finland Report 2024
Finland’s game industry currently employs approximately 4,300 individuals, representing about 3,800 full-time positions.
A significant decline in private risk capital and publisher funding has forced studios to pivot toward B2B subcontracting, co-development agreements, and increased reliance on EU and national public R&D programs.
The ecosystem remains anchored by major players like Supercell, which employs over 800 staff and has produced seven global hit titles, alongside diverse ventures like the mental-health game developer Soihtu DTx, which recently secured a $4.2 million seed round.
Market Analysis
Employment
Diversity & Inclusion
+1
Neogames Finland
Jan 2024
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