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Global
Report
41 pages
Corporate Responsibility Report 2018
Following the spin-off of Nordic Entertainment Group, MTG realigned its corporate responsibility strategy to focus on esports, gaming, and digital ventures.
MTG reported net sales between 15 and 20 billion SEK for the 2018 fiscal year.
The company’s total carbon footprint reached 25,215 t CO₂e, representing a 7% year-on-year increase, despite a reduction in energy intensity to 40 GJ per employee from 66 GJ in 2016.
Diversity & Inclusion
Sweden
Global
Modern Times Group
Mar 2018
Report
15 pages
Gaming Spotlight 2017 Review
Mobile gaming solidified its market dominance in 2017, with consumer spending exceeding the combined total of home consoles, PC, Mac, and handhelds by more than one-third.
Mobile games generated nearly 80% of total consumer spending on the iOS App Store and Google Play, despite accounting for less than 40% of total app downloads.
The Asia-Pacific region, led by China, Japan, and South Korea, drove mobile growth by accounting for over 60% of all global mobile game spending.
Market Analysis
Global
Mobile
+1
App Annie
Mar 2018
Report
34 pages
The Data Behind 10 Years of Google Play (2018)
Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion total downloads, with more than 5,000 apps surpassing the $1 million revenue milestone.
Annual consumer spend on Google Play is projected to reach $42 billion by 2022, representing a 90% increase from 2017 levels.
While India leads in total download volume with 36.9 billion, Japan is the most lucrative market, contributing $25.1 billion in total consumer spend.
Market Analysis
Mobile
Global
+3
data.ai
Jan 2018
Report
48 pages
Mobile Gaming Benchmarks: 2018
Top-tier mobile games achieve day-28 retention rates of 6.5–7% during the winter months, significantly outperforming the industry median of 1.5%.
Role-playing games lead the market in ARPDAU, with top titles generating 6–7 times the revenue of the median performer.
Strategy games consistently outperform the broader market, achieving double the ARPDAU and conversion rates of average mobile titles.
Market Analysis
Global
Mobile
GameAnalytics
Jan 2018
Report
35 pages
The Data Behind 10 Years of the iOS App Store
Between 2010 and 2017, the iOS App Store generated over $130 billion in consumer spend across more than 170 billion total downloads.
China surpassed the United States in annual downloads in 2015 and annual consumer spend in 2016, establishing itself as the primary engine for global market growth.
The monetization model shifted significantly away from paid downloads, which plummeted from 10% of total downloads in 2010 to less than 1% by 2018.
Market Analysis
Global
Mobile
data.ai
Jan 2018
Report
31 pages
A Global Analysis of Mobile Gaming Benchmarks: 2018 Edition
Top-tier mobile games generate six times more revenue per daily active user than the market median, highlighting a massive performance gap between elite titles and the rest of the industry.
Elite titles in the 15th percentile achieve Day 1 retention rates exceeding 35%, while industry-wide Day 28 retention struggles to surpass 6%.
Leading publishers like Voodoo utilize a strict 50% Day 1 retention threshold as a primary filter to identify potential commercial hits early in development.
Market Analysis
Player Behavior
Mobile
+1
GameAnalytics
Jan 2018
Report
35 pages
The Data Behind 10 Years of the iOS App Store – 2018
The gaming sector is the primary economic driver of the iOS App Store, accounting for 75% of total consumer spend despite representing only 31% of total downloads.
Between 2010 and 2018, the platform generated $130 billion in consumer spend, with revenue growing at a 52% compound annual growth rate compared to a 15% growth rate for downloads.
The Asia-Pacific region now accounts for nearly 60% of global iOS revenue, with China overtaking the United States in 2016 to become the largest market for both downloads and spending.
Market Analysis
Global
Mobile
+1
data.ai
Jan 2018
Report
47 pages
Corporate Responsibility Report 2017
MTG reported a 49.7% increase in total greenhouse-gas emissions in 2017 compared to 2016, with air travel accounting for approximately 70% of the company's total emissions.
While MTG achieved near-gender parity in Sweden and Finland at 48%, female representation at the senior-executive level remained low at 20%, and women earned only 66–67% of the basic salary of their male counterparts.
The company set a formal target to achieve a 50/50 gender balance across its workforce by 2020.
Diversity & Inclusion
Sweden
Global
Modern Times Group
Jan 2017
Report
14 pages
State of the Game Industry 2017
The HTC Vive has overtaken the Oculus Rift as the primary platform for VR/AR development, with 40% of developers planning to support it for their next project.
Despite 61% of developers not currently working in VR, 75% of the industry views immersive technology as a sustainable long-term business, with AR expected to dominate within 20 years.
For the first time in the survey's history, developer interest in Android (54%) has surpassed iOS (51%) as a primary mobile target.
Market Analysis
Esports
VR
+1
Game Developers Conference
Jan 2017
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