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Market Analysis
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Report
121 pages
African Video Game Report 2026
Africa’s video game market reached $1.8 billion in 2024, with mobile gaming accounting for 90% of the market and a player base that grew 10% year-over-year to 349 million.
Market growth is concentrated in urban hubs across South Africa, Nigeria, Kenya, Egypt, Ethiopia, Niger, and Eritrea, where studios like Maliyo Games and Kayfc are prioritizing mobile-first IP.
Studio funding is heavily reliant on international grants and incubators, including Pro Helvetia, the Agence Française de Développement, and the British Council’s Ignite Culture.
Market Analysis
Player Demographics
Esports
SpielFabrique
Apr 2026
Report
93 pages
Die Games - Branche in Deutschland 2025
The German games industry has nearly doubled its core-market presence since 2018, growing from 619 to approximately 1,200 firms by mid-2025.
Federal funding acts as a major economic driver, where €70 million in 2023 subsidies generated €453 million in total value-creation, representing a 6.5x output multiplier.
Industry revenue reached €3.73 billion in 2024, a 22% increase since 2018, with the development sector specifically surging by 148%.
Market Analysis
Market Forecast
game
Apr 2026
Report
33 pages
2026 Global Non‑Gaming App Trends Report
AI-focused applications experienced massive 2025 growth, led by Perplexity (+3,613%), ChatGPT (+1,340%), and Character AI (+918%).
Short Drama apps like RapidTV (+498%) and Kuku TV (+45k%) are driving explosive revenue, with North American rewarded video eCPMs for this category reaching up to 11.8x.
Android leads in global download volume, particularly in Utilities (79%) and Life Services (58%), while iOS captures the majority of revenue in Finance & Business (56%) and Life Services (57%).
Market Analysis
Monetization
User Acquisition
Mintegral
Apr 2026
Report
97 pages
State of Mobile 2026
Non-game apps surpassed games in in-app purchase (IAP) revenue for the first time in 2025, contributing to a total global IAP market of $85.6 billion, a 21% year-over-year increase.
Generative AI and short-form drama are the fastest-growing subgenres, with AI assistants like ChatGPT generating $3.4 billion in 2025 and short-drama apps capturing over 10% of global video-entertainment time.
Roblox solidified its dominance in the gaming web arena, accounting for 74% of all game-publisher site visits in 2025.
Market Analysis
Monetization
AI
Sensor Tower
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
72 pages
Report of the Board of Directors and Financial Statements 2024: Finland
The 2024 financial report for the Finnish entity covers comprehensive group financial statements, including detailed income and expense breakdowns and earnings per share calculations.
Financial reporting for the period includes a structured analysis of income taxes and a specific statement of profit or loss for the parent company.
The document provides a consolidated view of the group's comprehensive income statement to assess overall fiscal performance.
Market Analysis
Investment
Game Development
+1
Remedy Entertainment
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
2 pages
Announcement of Consolidated Results for Fiscal Year Ended March 31, 2025, a Comparison with Prior Year Results, Extraordinary Loss, and Non-operating Expense
Akatsuki Inc. reported a 49.4% increase in ordinary profit to ¥4,233 million for the fiscal year ending March 31, 2025, despite a 1.3% decline in net sales to ¥23,652 million.
Operating ordinary profit grew by 46.3% to ¥3,915 million, driven by strong performance in the Comics segment and the 'Slash Gift' online lottery service within the IP Solutions business.
Net income attributable to owners of the parent rose 27.8% to ¥1,646 million, bolstered by gains from share sales related to the IPOs of investee companies.
Market Analysis
Investment
Mobile
+1
Akatsuki
Report
3 pages
Consolidated Results Supplementary Information: Fiscal Year Ended March 2025
Akatsuki Inc. reported a 124% surge in operating profit to ¥3.915 billion for the fiscal year ended March 2025, driven by a 68% increase in gaming segment profit and ¥1.154 billion in gains from the sale of investment securities.
Total sales grew 5% year-over-year to ¥23.652 billion, supported by the continued strong performance of existing titles like Dragon Ball Z Dokkan Battle.
Net income rose 48% to ¥1.646 billion, while adjusted EBITDA increased 28% to ¥5.661 billion.
Market Analysis
Investment
Mobile
+1
Akatsuki
Report
4 pages
Consolidated Results Supplementary Information: Q1 FYE March 2026
Akatsuki Inc. reported a 44% year-over-year decline in total consolidated sales to ¥2,313 million for Q1 FYE March 2026, resulting in a net loss of ¥1,167 million.
The Games segment experienced a 52% sales drop to ¥1,782 million and an operating loss of ¥1,643 million, driven by a portfolio review withdrawal and a lack of major new releases.
The IP Solutions unit achieved significant growth, with sales increasing 167% to ¥298 million and operating profit rising 2,592% to ¥122 million, bolstered by the 'Slash Gift' online lottery and the consolidation of CRAYON, Inc.
Market Analysis
Mobile
Japan
+1
Akatsuki
Report
3 pages
Consolidated Results Supplementary Information: Q2 of FYE March 2026
Akatsuki Inc. reported a 9% decline in quarterly sales to ¥7,602 million, primarily driven by a 10% YoY contraction in the core Games & Comics segment.
Net income surged 80% to ¥3,020 million, bolstered by gains from investee exits and a reduction in valuation losses on investment securities despite lower operating profit.
The launch of 'Kaiju No. 8 The Game' on 31 August 2025 generated over ¥2 billion in first-month sales, with 40% of revenue originating from overseas markets.
Market Analysis
Mergers & Acquisitions
Investment
+2
Akatsuki
Report
11 pages
Consolidated Financial Statements for the Third Quarter of Fiscal Year Ending March 31, 2026
Akatsuki Inc. reported a significant surge in profitability for the first nine months of FY2025, with operating profit rising 115.7% to ¥3,063 million and net profit attributable to parent shareholders climbing 287.6% to ¥2,856 million.
Net sales grew modestly by 2.1% to ¥16,497 million, while diluted earnings per share increased substantially to ¥198.11 compared to ¥51.12 in the prior year.
The core Games and Comics business experienced a 5.3% decline in sales but successfully doubled its operating profit through effective cost-reduction measures.
Market Analysis
Investment
Mobile
+1
Akatsuki
Report
4 pages
Consolidated Results Supplementary Information: Q3 FY3/26
Akatsuki Inc. achieved a significant financial turnaround in Q3 FY3/26, reporting ¥6,581 million in group-wide sales (up 79% YoY) and an operating profit of ¥1,338 million, reversing a prior-year loss of ¥1,571 million.
The primary growth driver was the Q2 release of 'Kaiju No. 8 The Game,' which contributed three months of revenue and helped boost Games & Comics segment sales by 62% to ¥5,225 million.
Net income reached ¥1,003 million, a 288% increase compared to the ¥673 million loss recorded in the same period last year.
Market Analysis
Mergers & Acquisitions
Mobile
+1
Akatsuki
Report
8 pages
Consolidated Financial Statement: Q1 2019
KLab Inc. experienced a significant Q1 2019 downturn, with revenue falling 18.4% to ¥6,468 million and operating income dropping 70.9% to ¥391 million compared to the same period in 2018.
The primary driver for the revenue decline was a decrease in sales for the 'Love Live! School Idol Festival' title.
Profit attributable to owners of the parent contracted by 63.2% to ¥296 million, while net income fell 65% to ¥303 million.
Market Analysis
Investment
Japan
+1
KLab
Report
8 pages
Consolidated Financial Report: Q2 2020
KLab Inc. reported a 98% decline in profit attributable to owners of the parent to ¥16 million for the first half of 2020, compared to the same period in 2019.
Operating income fell 42.2% to ¥753 million, driven by an increased cost of sales and a lower gross profit margin.
Revenue grew by 7.7% to ¥15.95 billion, supported by performance in the company's core game business and research and consulting services.
Market Analysis
Mobile
Japan
+1
KLab
Report
8 pages
Quarterly Financial Report: Q3 2020
KLab Inc. reported a 17.8% year-over-year revenue increase to ¥26.36 billion for the first nine months of FY2020, driven by strong performance in its game business segment.
Operating income rose 31.7% to ¥2.25 billion, while ordinary income grew 14.9% to ¥1.80 billion compared to the same period in FY2019.
Net profit attributable to the parent fell 29.6% to ¥855 million, primarily due to foreign-exchange losses and a ¥498.9 million impairment charge on investments.
Market Analysis
Investment
Mobile
+1
KLab
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