Skip to main content
Game Industry
Library
Library
Search
Ask AI
News
Connect your AI
Browse
The Catch Up
Topics
Collections
Writers
Help
Subscribe
Game Industry
Library
Library
Search
Ask AI
Saved
Library
1,733 game-industry reports — read the key insights or open the source.
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Market Analysis
Global
Mobile
Game Development
Marketing
Monetization
Investment
PC
User Acquisition
Game Publishing
Europe
Player Behavior
Console
Advertising
Germany
Employment
Steam
Game Design
Filters
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Report
62 pages
Corporate Responsibility Report 2015
MTG has committed to achieving gender parity in management by 2020 through formalized mentorship programs and policy adjustments to address a persistent leadership gender gap.
The company maintains a workforce of nearly 4,000 employees across 38 nationalities, though it currently faces a 24% annual staff turnover rate.
MTG donated over €9 million in airtime to support global causes and social entrepreneurship initiatives such as Reach for Change.
Diversity & Inclusion
Global
Employment
Modern Times Group
Report
48 pages
2016 Corporate Responsibility Report
MTG integrated corporate responsibility into its core business strategy in 2016, earning recognition in the Dow Jones Sustainability Indices while preparing for GDPR compliance.
The company reduced total carbon emissions by 7% and increased its reliance on renewable energy to 16.6% during the 2016 fiscal year.
MTG maintained a record of zero confirmed corruption incidents and achieved an 81% completion rate for mandatory information security training.
Esports
Streaming
Diversity & Inclusion
+1
Modern Times Group
Report
66 pages
2019 Corporate Responsibility Report
MTG’s 2019 carbon footprint totaled 27,390 tonnes, with 95% of emissions directly attributed to travel associated with global esports events.
The company achieved a 94% adoption rate for its revised Code of Conduct among employees and contractors to standardize anti-corruption and privacy compliance.
Women currently represent 22% of MTG’s workforce, prompting the company to implement targeted recruitment and partnerships with organizations like AnyKey and UNICEF to address gender disparity.
Diversity & Inclusion
Global
Esports
Modern Times Group
Report
2 pages
Game no Yakusoku Communication Book
Modern gaming requires a shift from rigid, top-down restrictions to a collaborative rule-setting process that evolves alongside a child’s developmental maturity.
The transition from localized, offline play to global, interconnected online environments has increased the complexity of social dynamics and safety risks for children.
Effective family gaming agreements must be flexible enough to account for the realities of real-time online events and social gaming commitments.
Player Behavior
Japan
Social Metaverse
+1
CESA – Computer Entertainment Supplier's Association
Report
3 pages
Modern Slavery Statement
Everplay employs approximately 370 staff across the UK, Ireland, Germany, the USA, and Canada, operating a business model focused on intellectual property and digital services.
The company mandates that all new and renewing contracts include specific anti-slavery compliance clauses, granting Everplay the right to terminate agreements for breaches.
While the overall risk profile is considered low, the company identifies third-party localization and quality assurance providers as the primary areas requiring heightened vigilance.
Game Publishing
Game Development
Global
+1
Everplay
Report
62 pages
Annual Report 2024: Savvy Games Group
Savvy Games Group ranks as the eighth-largest global gaming company by net revenue and serves as the primary vehicle for Saudi Arabia’s goal to contribute $13.3 billion to GDP and create 39,000 jobs by 2030.
The organization has deployed over $12 billion in capital across nine major acquisitions since 2021 to scale its operations to nearly 4,000 employees across 22 countries.
The ESL FACEIT Group holds a 40% share of the global esports market and engages more than 225 million users through platforms like the Esports World Cup.
Market Analysis
Esports
Mergers & Acquisitions
+2
Savvy Games Group
Report
2 pages
Videogiocatori in Italia
69% of Italian gamers report that interactive entertainment stimulates the mind and improves teamwork capabilities.
Gaming is primarily utilized as a tool for stress relief, anxiety reduction, and the enhancement of cognitive skills like creativity and problem-solving.
Approximately 50% of Italian gamers engage in online multiplayer sessions on a weekly basis, highlighting the medium's role as a social platform.
Market Analysis
Player Demographics
Player Behavior
IIDEA
Report
1 pages
Video Games as a Tool for Mental Resilience: Italy
Gaming is a primary tool for mental health in Italy, with 71% of players using it to reduce stress, 60% to manage anxiety, and 49% to combat isolation.
The Italian gaming demographic is older than often assumed, with the 65+ age group representing 24% of players and the 45-54 bracket accounting for 21%.
Mobile devices are the dominant gaming platform in Italy, utilized by 59% of the population compared to consoles and computers.
Player Behavior
Player Demographics
Market Analysis
IIDEA – Italian Interactive Digital Entertainment Association
Other
1 pages
Resources: IGDA
The IGDA maintains a centralized repository of technical specifications and industry standards, including documentation for Interactive XMF and 3D audio API extensions.
The archive provides operational frameworks for professional game development, specifically addressing labor practices such as the mitigation of crunch culture and standardized game crediting.
Resources cover a broad spectrum of industry segments including legal standards, mental health, accessibility, and environmental sustainability.
Game Development
Global
International Game Developers’ Association
Whitepaper
13 pages
Gamer Motivation Profile: Empirical Research and Data Insights
The Gamer Motivation Profile utilizes a dataset of over 1.75 million global participants to categorize player behavior into twelve distinct motivational drivers across six primary clusters.
The psychometric model employs factor analysis to link player demographics, such as age and gender, with specific gaming preferences to enable precise audience segmentation.
Developers can use the framework to compare individual game franchises against broader genre benchmarks to identify how specific titles deviate from industry norms.
Player Behavior
Player Demographics
Market Analysis
+1
Quantic Foundry
Presentation
18 pages
Gamer Motivation Profile: Empirical Research Methodology
The Gamer Motivation Profile categorizes player behavior into twelve distinct factors grouped into six thematic clusters: Action-Social, Mastery-Achievement, and Immersion-Creativity.
The model is built on a global dataset of over 1.25 million unique gamers, providing a statistically significant foundation for analyzing player engagement.
The participant demographic is 74% male, 22% female, and 3% non-binary, with a median age of 23 and a primary geographic concentration in North America (33%) and Western Europe (14%).
Market Analysis
Player Demographics
Player Behavior
+2
Quantic Foundry
Other
1 pages
LinkedIn Login
LinkedIn utilizes a multi-modal authentication system that supports email, phone numbers, and third-party integrations with Google and Apple.
The login interface serves as a mandatory legal gateway, requiring users to acknowledge the User Agreement, Privacy Policy, and Cookie Policy to access the platform.
Persistent session management is integrated into the login architecture to improve user retention by maintaining active accounts across multiple sessions.
Employment
Global
LinkedIn
Other
1 pages
Artifex Mundi
Artifex Mundi is a Polish game developer headquartered in Warsaw that is currently shifting its strategic focus from traditional hidden object and RPG titles toward free-to-play (F2P) mobile games.
The company has a sixteen-year history in the gaming industry and maintains a diverse portfolio that includes titles such as Unsolved, Bladebound, My Brother Rabbit, and the Enigmatis, Grim Legends, and Nightmares from the Deep series.
As a publicly traded entity, the company provides transparent financial reporting and investor relations support under the oversight of the District Court for the Capital City of Warsaw.
Game Development
Game Publishing
PC
+2
Artifex Mundi
Report
7 pages
The Essential UA Financing Guide: 2026
Global mobile user acquisition (UA) spend reached $78 billion in 2025, representing a 13% year-on-year increase.
Studios can access non-dilutive financing to cover up to 80% of monthly UA spend per cohort, avoiding equity dilution while scaling growth.
Repayment is tied directly to cohort performance, with the schedule beginning only once the return on ad spend (ROAS) reaches the 100% breakeven point.
Investment
Funding
User Acquisition
+3
InvestGame
Apr 2026
Report
45 pages
Video Game Market Update: Q1 2026
The provided report contains no substantive market data, financial metrics, or industry analysis for Q1 2026.
The document is limited to a standard legal disclaimer regarding the nature of the information provided.
No specific companies, growth rates, or performance figures were included in the source text.
Market Analysis
Investment
Global
+1
Aream & Co
Apr 2026
Report
20 pages
Global Gaming Report Q1 2026
The provided report content contains no market data, financial figures, or industry trends, consisting only of firm branding, location listings, and advisor names.
The document functions as a professional service profile for M&A and growth financing advisory rather than a research report on the gaming industry.
No specific growth rates, company performance metrics, or Q1 2026 industry statistics are present in the provided text.
Market Analysis
Mergers & Acquisitions
Investment
+1
Drake Star Partners
Apr 2026
Report
185 pages
Annual and Sustainability Report 2024
MTG finalized the acquisition of Plarium Global Ltd in early 2025, significantly scaling its mid-core gaming capabilities and adding the flagship title RAID: Shadow Legends to its portfolio.
The company reported 2024 net sales of SEK 6,015 million, reflecting 3% currency-adjusted growth, alongside an adjusted EBITDA of SEK 1,666 million and a net loss of SEK 210 million.
MTG maintains a strong financial position with SEK 3,543 million in cash and equivalents and zero utilized external debt, supporting a strategy of active share buybacks and evergreen franchise investment.
Market Analysis
Investment
Diversity & Inclusion
+1
Modern Times Group
Report
43 pages
Insight into Global Micro Drama App Marketing for 2026
The global micro-drama market is projected to reach $6 billion by 2026, supported by a 63.6% increase in active advertisers to over 700 in 2025.
AI-powered production tools drove a 144.9% increase in creative output per advertiser in 2025, enabling rapid localization and standardized production pipelines.
High-impact marketing campaigns, such as the 44,000 creatives for 'Evil Bride vs. The CEO’s Secret Mom,' demonstrate that short, cliffhanger-style ads with intense conflict are the most effective format for driving global engagement.
Market Analysis
Marketing
Advertising
+3
SocialPeta
Apr 2026
Whitepaper
10 pages
2026 Global Mobile App Marketing Trends White Paper
The mobile app market has shifted from volume-based growth to a quality-focused model, evidenced by a 16.7% YoY decline in active advertisers alongside a 73.3% surge in creatives per advertiser.
Global user acquisition spend grew 13% YoY to $78 billion, with the increase driven almost exclusively by iOS advertising.
Video remains the dominant advertising format, accounting for approximately 70% of social media inventory, while static and playable ads are relegated to testing and engagement signaling.
Market Analysis
Mobile
Marketing
+3
SocialPeta
Apr 2026
Report
23 pages
Gaming the Future: How to Make an Impact With Younger Generations
Gaming has become the primary entertainment medium for younger demographics, with 80% of under-18s actively gaming and Gen Z dedicating up to 22% of their free time to play.
In-game advertising significantly outperforms traditional metrics for younger audiences, driving an 86% boost in brand affinity among under-18s and increasing brand recall by 7 points and purchase intent by 9 points for those under 34.
Younger gamers are notably more receptive to in-game ads than older adults, with 75% of Gen Z players in the UK and US reporting that ads improve their gaming experience compared to only 34% of older adults.
Market Analysis
Player Demographics
Player Behavior
+4
Anzu
Apr 2026
Previous
1
…
3
4
5
…
87
Next