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Report
15 pages
Levelling Up: State of India Interactive Media and Gaming Research FY24
The Indian gaming sector reached a $3.8 billion valuation in FY24 and is projected to grow at a 20% CAGR to reach $9.2 billion by FY29.
India’s gaming ecosystem now includes 590 million users, with average weekly engagement increasing by 30% to 13 hours per user.
Midcore gaming is a primary growth engine, recording a 53% year-on-year revenue increase, while average revenue per paying user rose 15% to $22.
Market Analysis
Monetization
Investment
+1
Lumikai
Jan 2024
Report
33 pages
Italian Esports Report 2024: Market & Streaming Trends
Italy’s esports ecosystem comprises 7.3 million fans, with 3.3 million identified as regular viewers of esports content.
The Italian esports audience is characterized by a younger, urban-centric demographic that is predominantly male and more likely to be employed full-time than the general gaming population.
Revenue generation is heavily concentrated, with 80% of organizations relying on advertising and sponsorship as their primary income source.
Market Analysis
Player Demographics
Esports
IIDEA – Italian Interactive Digital Entertainment Association
Jan 2024
Report
20 pages
The Austrian Game Industry 2024
The Austrian game industry generated €92.8 million in revenue in 2023, marking a 285% nominal increase since 2017.
Direct employment in the sector grew 128% over seven years, rising from 474 jobs in 2017 to 1,080 in 2024, with a total economic multiplier effect supporting 2,260 jobs.
Projections for 2029 estimate industry revenue will reach €149 million and the workforce will exceed 1,500 employees, even assuming a significant slowdown in growth.
Market Analysis
Employment
Europe
+1
Austrian Professional Association of Management Consultancy
Jan 2024
Report
78 pages
Netherlands Games Monitor 2024
The Dutch games industry comprises approximately 625 active companies, with a significant concentration of 185 firms located in the Utrecht region.
Total industry revenue reached €614 million in 2023, reflecting a steady upward trajectory for the sector.
The workforce consists of 4,750 full-time equivalent employees, highlighting the industry's role as a major employer in the creative tech space.
Market Analysis
Employment
Salary
+1
Dutch Games Association
Jan 2024
Report
41 pages
L'Industrie du Jeu Vidéo au Canada
The Canadian video game industry contributes $5.1 billion to the national GDP and employs 34,010 full-time equivalent workers with an average annual compensation of $102,000.
Industry spending reached $4.8 billion in 2024, an 11% increase since 2021, with labour costs now accounting for 72% of total expenditures.
The sector is increasingly dominated by foreign-owned companies, which now account for 88% of total industry employment.
Market Analysis
Salary
Employment
ESAC – Entertainment Software Association of Canada
Jan 2024
Report
44 pages
Digital Market Index: Q1 2024
Global mobile app spending reached a record $45 billion in Q1 2024, a 9.5% year-over-year increase driven primarily by an 11.5% growth in the iOS ecosystem.
Total app downloads declined by 3.5%, marking the third consecutive quarterly drop, even as iOS achieved its highest download volume since 2020.
Monopoly GO set a new mobile gaming record with $770 million in quarterly spend, becoming the only title to surpass $600 million in a single quarter.
Market Analysis
Global
Mobile
+1
Sensor Tower
Jan 2024
Report
33 pages
State of Game Technology Report 2024
Real-time 3D engines are expanding beyond gaming, with 50% of surveyed teams now applying this technology to non-traditional sectors.
Generative AI adoption is widespread, with 65% of organizations utilizing AI tools, led by ChatGPT at 47% usage, particularly among indie and mid-size studios.
Unreal Engine remains the market leader at 63% usage, followed by Unity at 47%, while Perforce Helix Core dominates version control at 51%.
Market Analysis
Game Development
Game Engines
+2
Perforce
Jan 2024
Report
46 pages
The PC & Console Market Gaming Report 2024
The PC and console market reached $93.5 billion in 2023, reflecting a 2.6% growth rate despite a 26% decline in average quarterly playtime since 2021.
Market dominance is highly consolidated, with approximately 30 publishers controlling 80% of all monthly active users.
Games six years or older command over 60% of total playtime, while new, non-annual original titles struggle to capture more than 8% of player attention.
Market Analysis
Global
PC
+1
Newzoo
Jan 2024
Report
145 pages
State of Web3 in Saudi Arabia: 2024 KSA Report
Saudi Arabia captured over 50 percent of all regional venture capital funding in the MENA region during early 2024.
Vision 2030 and a young, digitally native population are the primary drivers establishing the Kingdom as a premier regional hub for Web3 innovation.
The Saudi Web3 sector is currently focused on applying blockchain technology to fintech, environmental sustainability, and secure ticketing, alongside significant investments in gaming and esports.
Web3
Blockchain
Market Analysis
+3
Adaverse
Jan 2024
Report
13 pages
Behind the Screens: The Salary Stats in Gamedev
The game development industry is highly stratified, with nearly 40% of professionals earning under $40,000 annually and only 11% earning more than $150,000.
Geography is a primary driver of income disparity, evidenced by 36% of U.S.-based professionals earning over $150,000 compared to 54% of developers in India earning under $9,999.
Financial instability is prevalent, as 24.4% of the workforce can afford a car but cannot afford a residence, while only 16.6% can afford all discretionary purchases.
Salary
Employment
Market Analysis
+1
80 Level
Jan 2024
Report
13 pages
Digital Services Report
Q2 2024 saw robust activity in the digital services sector with over 350 M&A transactions totaling $7.4 billion and 880 fundraising deals raising $8.1 billion.
Major M&A activity was headlined by EQT’s $3.0 billion acquisition of Perficient and Cognizant’s $1.3 billion purchase of Belcan, signaling a strategic focus on digital transformation capabilities.
Generative AI and AI-powered technologies are identified as the primary catalysts for deal momentum, with expectations for increased M&A activity in Q3 2024.
Market Analysis
Mergers & Acquisitions
Global
Drake Star
Jan 2024
Report
32 pages
Gaming Report 2024: Meet the Moment
The global video game market reached a $196 billion valuation in 2023 and is projected to grow at an annual rate of 6% through 2028.
Industry growth is driven by younger demographics treating gaming environments as primary hubs for social interaction, commerce, and creative expression.
Market leaders must transition from siloed development to immersive, cross-platform ecosystems that prioritize interoperability and user-generated content.
Market Analysis
Player Behavior
Global
+2
Bain & Company
Jan 2024
Report
25 pages
Global Mobile Gaming Industry Outlook 2024
The global mobile gaming market generated $76.7 billion in IAP revenue in 2023, a 2% year-on-year decline, but is projected to rebound to $78 billion in 2024 and exceed $100 billion by 2028.
Consumer preferences shifted toward casual and hybrid-casual titles, with casual gaming revenue growing 8% to $28.6 billion, now representing 38% of the total market.
Puzzle and board games were primary growth drivers, each reaching $10 billion in revenue, bolstered by the success of titles like Royal Match and MONOPOLY GO!.
Market Analysis
Market Forecast
Monetization
+2
Sensor Tower
Jan 2024
Report
16 pages
State of Free to Play on Steam in 2024
Free-to-play (FtP) games dominate Steam engagement, accounting for 51% of total hours played in 2023 despite being outnumbered by premium releases.
Market engagement is highly concentrated, with the top 25 FtP titles capturing 88% of all FtP activity and the top five titles holding nearly 60% of concurrent users.
The FtP sector is stagnant for new entrants, as the top ten FtP games have a mean age of seven years and only two new titles have broken into that tier since 2021.
Market Analysis
Steam
Global
+1
Video Game Insights
Jan 2024
Report
53 pages
State of Play: Xsolla Report
Indie games surpassed AAA titles in 2024, generating over $15 million in lifetime revenue and accounting for 18% of U.S. PC/console players with an average Steam rating of approximately 72%.
The indie sector is supported by an annual output of 8,000–10,000 titles, driven by engine market shares led by Unity (38%) and the rapid adoption of Godot.
Outsourcing backend services to providers like Xsolla reduces development costs significantly, with studios reporting average build costs of $21 million compared to the higher expense of in-house development.
Market Analysis
Game Development
Monetization
Xsolla
Jan 2024
Report
6 pages
GungHo Online Entertainment Business Report Vol. 42
GungHo has successfully pivoted to a global business model, with overseas sales now accounting for 64.1% of total revenue as of late 2024.
Consolidated net sales declined from 125.3 billion yen in 2023 to 103.6 billion yen in 2024, though the company maintains a strong capital-to-asset ratio of 75.9%.
The Ragnarok IP, managed by subsidiary Gravity Co., Ltd., has scaled significantly, growing from 5 billion yen in annual sales in 2008 to approximately 50 billion yen today.
Market Analysis
Japan
GungHo Online Entertainment
Jan 2024
Report
26 pages
Manifiesto de Video Games Europe 2024-2029
The European video game sector generated €24 billion in revenue between 2019 and 2024, representing a 16% growth rate and supporting 110,000 highly-skilled jobs.
The industry faces a significant regulatory burden, having been subjected to 850 new obligations and over 5,000 pages of legislation between 2017 and 2022.
Current EU financing tools are insufficient to compete with global hubs like Canada and the UK, prompting calls for a dedicated funding framework and improved tax incentives.
Market Analysis
Player Demographics
Diversity & Inclusion
+1
AEVI
Jan 2024
Report
64 pages
Blockchain Game Alliance: State of the Industry 2024
The blockchain gaming industry is shifting from speculative models to 'fun-first' development, with 71% of professionals identifying player asset ownership as the primary value proposition.
Mainstream adoption is being driven by the entry of traditional giants like Sony and Ubisoft, though 66.3% of practitioners still cite public perceptions of scams as a significant barrier.
Operational barriers like onboarding complexity and poor user experience remain the top hurdles to mainstream growth, despite a notable decrease in the severity of these concerns since 2023.
Market Analysis
Blockchain
Investment
+1
Blockchain Game Alliance
Jan 2024
Report
5 pages
2024 Financial and Fan Support Structures in Korean eSports
Korean e-sports team expenditures grew nearly five-fold between 2015 and 2023, rising from 22.1 billion won to 111.6 billion won.
Market investment is accelerating, with total team spending increasing by 15.9% between 2022 and 2023 alone.
Fan loyalty is highly concentrated, as T1 commands 78.2% of identified team supporters, while the runner-up Gen.G holds only 5.4%.
Market Analysis
South Korea
Player Behavior
+1
KOCCA – Korea Creative Content Agency
Jan 2024
Report
24 pages
Mobile Gaming Benchmarks: Q1 2024
Global median retention rates for Q1 2024 were 22.91% for Day 1, 4.20% for Day 7, and 0.85% for Day 28.
Classic games, including board, card, casino, and trivia titles, consistently outperformed all other genres across most regions and metrics.
The global median session length is 4.45 minutes, with most genres averaging between 4 and 5 sessions per day.
Market Analysis
Retention
Live Ops
+2
GameAnalytics
Jan 2024
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