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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
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
Report
69 pages
State of Gaming 2026
PC and console platforms are seeing record revenue growth, highlighted by a 32% increase in Steam’s premium segment and the strong market performance of Battlefield 6.
Mobile gaming growth is slowing despite reaching 50 billion downloads in 2025, with hybrid-casual titles now serving as the primary drivers of incremental revenue.
Shooter games on PC and console have reached a download plateau, indicating that new releases are cannibalizing existing player bases rather than expanding the total market.
Market Analysis
Monetization
Mobile
+1
Sensor Tower
Apr 2026
Report
30 pages
Q4 2023 Gaming Industry Report: Global & MENAP Outlook
The global gaming market reached $212 billion in Q4 2023, with M&A activity surging to $68.7 billion, a 769% increase primarily driven by the Activision-Blizzard acquisition.
Mobile gaming remains the industry's primary platform, capturing 46% of the global player base, while indie PC titles have grown to represent approximately 30% of total revenue.
The MENAP region is a key growth area, contributing $2.8 billion to the market and recording a 30% quarter-over-quarter increase in both gamer population and venture capital investment.
Market Analysis
Investment
Global
+1
Shorooq Partners
Report
53 pages
Ad Monetization Without Killing Retention
Integrate advertisements as core gameplay design elements rather than external overlays to increase revenue without negatively impacting player retention.
Deploy rewarded video ads during high-stakes moments—such as revives, boosters, or time-limited rewards—to leverage scarcity and urgency for higher conversion rates.
Implement strategic gating for ad triggers based on level progression, total playtime, or specific cooldown periods to minimize player frustration.
Monetization
In-Game Advertising
Live Ops
+2
Sensor Tower
Apr 2026
Report
90 pages
2026 Global Mobile Gaming Marketing Trends White Paper
The mobile gaming advertising ecosystem grew by 22% year-over-year in 2025, with over 90,000 active advertisers and 8,000 new entrants joining monthly.
Video content now accounts for 74% of all mobile game ads, representing a 14% year-over-year increase in usage.
A shift toward an 'Infinity Loop' marketing model, supported by supervised AI, can increase player lifetime value (LTV) by up to 30% by integrating acquisition, retargeting, and lifecycle management.
Marketing
Advertising
Global
+1
SocialPeta
Apr 2026
Report
52 pages
State of the Game Industry 2026
Layoffs remain a critical industry issue, with two-thirds of AAA studio employees reporting company-wide cuts and nearly 20% of the total workforce having been personally let go.
Workplace culture remains characterized by persistent crunch, as 87% of employees clocked overtime in the past year, largely driven by perceived necessity or self-imposed pressure.
Generative AI adoption is deeply polarized, with 42% of professionals viewing it as a productivity tool while 38% fear it poses ethical risks and threats to job security.
Market Analysis
AI
Global
GDC
Apr 2026
Report
35 pages
The Gaming App Insights Report
The provided report content is corrupted and does not contain any legible data, figures, or actionable insights.
No specific companies, growth rates, or dates can be extracted from the provided text.
The source material consists of fragmented characters that prevent the identification of industry trends.
Market Analysis
User Acquisition
Retention
+2
Adjust
Apr 2026
Report
80 pages
PC & Console Gaming Report 2026
The PC and console market trajectory for 2026 is defined by shifting patterns in player attention and financial investment.
Player engagement and spending are increasingly concentrated, creating significant challenges for titles outside the top 20.
Market sustainability for developers depends on navigating the high levels of concentration that characterize the current industry landscape.
Market Analysis
Monetization
Player Behavior
+3
Newzoo
Apr 2026
Report
33 pages
The Future of Consumer Apps: How AI and Game Design Principles Are Reshaping Every Category
Non-gaming mobile app revenue is projected to reach $150 billion by 2030, with spending in this sector already surpassing traditional gaming apps as of 2025.
AI-driven gamification is the primary catalyst for revenue and engagement, with BITKRAFT forecasting at least five non-gaming consumer companies will exceed $10 billion valuations by 2035.
High-friction sectors are successfully using game mechanics to drive retention; for example, fintech platforms like StockGro use leaderboards and AI-personalized tutorials to convert financial discipline into instant gratification.
Market Analysis
AI
Game Design
+2
BITKRAFT Ventures
Mar 2026
Report
19 pages
Ubisoft First-Half 2025-26 Earnings Figures
Ubisoft's net bookings for the first half of 2025-26 reached €772.4 million, representing a 20.3% year-over-year increase.
The pending transaction with Tencent is on track to close in the coming days, with all conditions precedent now satisfied.
Q2 net bookings performance exceeded the company's internal expectations.
Market Analysis
Monetization
Mergers & Acquisitions
+2
Ubisoft
Report
9 pages
Ubisoft Reports Third-Quarter 2025-26 Sales
Ubisoft reported nine-month net bookings of €1.11 billion, an 18% year-on-year increase, with third-quarter results of €338 million exceeding guidance by 12%.
Back-catalog sales grew 36% to €1.04 billion, driven by sustained demand for legacy titles and new releases like the Avatar: Frontiers of Pandora expansion and Assassin’s Creed Shadows.
The company maintains a consolidated cash position between €1.25 billion and €1.35 billion while undergoing a restructuring that includes 200 headcount reductions at its French headquarters.
Market Analysis
Game Publishing
Monetization
+1
Ubisoft
Report
7 pages
Ubisoft announces a major organizational, operational and portfolio reset to reclaim creative leadership and restore sustainable growth
Ubisoft is restructuring into five genre-focused 'Creative Houses' to accelerate decision-making and specialize in Open World Adventures and GaaS-native experiences.
The company is discontinuing six titles and extending development timelines for seven others to meet new quality thresholds, resulting in a projected €330 million reduction in FY26 net bookings.
Financial projections for FY26 include negative non-IFRS EBIT, free cash flow between –€400 million and –€500 million, and a net debt increase to €150–250 million.
Game Development
Game Publishing
Investment
+1
Ubisoft
Report
6 pages
GungHo Business Report Vol. 42
GungHo’s overseas sales ratio grew from 39.3% in 2022 to 47.7% in 2024, signaling a successful shift toward international market penetration.
Consolidated net sales decreased from ¥125.3 billion in 2022 to ¥103.6 billion in 2024, with operating profit declining from ¥27.9 billion to ¥17.5 billion over the same period.
The flagship title Puzzle & Dragons has surpassed 63 million global downloads since its 2012 launch and is preparing for a 13th-anniversary release in May 2025.
Game Publishing
Mobile
Console
+4
GungHo Online Entertainment
Report
2 pages
Bushiroad Announces Bushiroad EXPO 2026
Bushiroad Inc. is expanding its global event series, Bushiroad EXPO 2026, to 20 regions worldwide.
The inaugural 2026 events will be held in Taipei, Bangkok, and Chicago.
The expo series will feature a diverse portfolio including trading card games, console titles, music, stage performances, anime content, and merchandise.
Marketing
Global
Asia
+2
Bushiroad
Report
95 pages
2023 Integrated Report: Value Creation Story
The organization has defined its core strategic vision as becoming the world's premier provider of internet and AI technology.
The company's stated mission is to entertain and enrich lives while serving to improve the world.
The business model relies on leveraging individual employee strengths to drive the success of its unique business units.
AI
Japan
Mobile
+1
DeNA Co.
Report
104 pages
2025 Integrated Report: Value Creation Story
The organization aims to establish itself as a premier global provider of internet and technology services.
The company's core mission is to entertain and enrich lives while contributing to broader societal improvements.
Business success is driven by the strategic utilization of individual employee strengths.
Market Analysis
Mobile
Japan
+1
DeNA Co.
Report
1 pages
Financial Highlights: Fiscal Year Ending March 2011
Tecmo Koei Holdings achieved a 415.6% surge in operating income to ¥3,305 million for the fiscal year ending March 2011, despite a 7% decline in net sales to ¥32,081 million.
Profitability improved significantly through cost efficiencies and high-margin performance, resulting in a 49.4% increase in income before taxes and minority interests to ¥4,515 million.
The core game software segment saw a 6.6% decline in sales but experienced a 101.2% jump in operating income, indicating a shift toward more profitable operations.
Market Analysis
Investment
Japan
+1
Koei Tecmo
Report
1 pages
Financial Highlights: 1st Quarter of the Fiscal Year Ending March 2012
Tecmo Koei Holdings reported a 26% year-over-year increase in net sales to ¥34.5 billion and a 31.3% rise in net income to ¥2.6 billion for the first quarter of the fiscal year ending March 2012.
The Game Software segment was the primary growth driver, generating ¥23.1 billion in sales—a 54.8% increase compared to the same period in the previous year.
The Online & Mobile segment experienced significant expansion, with sales rising 79.5% to ¥4.6 billion and contributing ¥1.20 billion to operating income.
Market Analysis
Investment
Japan
+1
Koei Tecmo
Report
1 pages
Financial Highlights: 3rd Quarter of the Fiscal Year Ending March 2012
Consolidated net sales for Q3 of the fiscal year ending March 2012 rose 7.1% to ¥32,080 million, while operating income surged 51.3% to ¥3,305 million.
The Game Software segment remains the primary driver of profitability, growing 11.9% to ¥21,594 million in sales and contributing ¥2,336 million in operating income.
The Online & Mobile segment achieved a turnaround, growing 26.5% to ¥4,610 million in sales and generating ¥1,202 million in operating income after posting a loss in the prior year.
Market Analysis
Investment
Japan
+1
Koei Tecmo
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