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Report
55 pages
Skonsolidowany Raport Kwartalny: Q3 2025
PCF Group S.A. published its consolidated quarterly report for the period ending September 30, 2025.
The report provides financial data converted into both PLN and EUR for the third quarter of 2025.
Comparative financial data is provided against the baseline of December 31, 2024.
Investment
Europe
PC
+1
PCF Group
Report
2 pages
Report on the Review of the Condensed Interim Financial Statement: 2025
Grant Thornton Polska concluded that PCF Group’s interim financial statements for the first half of 2025 comply with IAS 34 standards, with no material misstatements identified.
The review highlighted uncertainty regarding the valuation of a cash-generating unit tied to new game development costs, specifically citing potential volatility in early-access sales projections.
PCF Group carries deferred tax assets totaling PLN 52,659 thousand, which are subject to risks associated with five-year profit forecasts and the execution of the company’s strategic plan.
Investment
Market Analysis
PC
+1
PCF Group
Report
1 pages
Raport Bieżący Nr 1/2021: Przesunięcie Daty Premiery Gry Outriders
Square Enix Limited has postponed the official release date of the game 'Outriders' from 2 February 2021 to 1 April 2021.
A free demo for 'Outriders' will be released on 25 February 2021 to assist consumer purchase decisions.
The demo will feature several hours of gameplay, supporting both single-player and cooperative modes across all four character classes.
Game Publishing
Game Development
Console
+3
PCF Group
Report
1 pages
Raport Bieżący Nr 38/2021: Nieosiągnięcie przez PCF Group S.A. Tantiem ze Sprzedaży Gry „Outriders”
PCF Group S.A. received no royalty payments from Square Enix Limited for the game 'Outriders' for the period of 1 April 2021 through 30 June 2021.
The contractual deadline for royalty payments for the second quarter of 2021 expired on 14 August 2021 without any funds being transferred to PCF Group.
PCF Group concluded that Square Enix has no current obligation to pay royalties, as the publisher has not yet recovered the specified production, distribution, and promotion costs required by the 16 February 2016 agreement.
Monetization
Europe
PC
+1
PCF Group
Report
1 pages
Aktualizacja strategii PCF Group S.A.
PCF Group S.A. aims to release at least one new game title annually starting in 2024.
The company is expanding its portfolio to include AA-budget titles, which are intended to be produced faster and more cost-effectively than AAA projects while maintaining high quality.
The group is diversifying its genre focus beyond shooters and action games by incorporating RPG elements into future AAA and AA developments.
Game Development
Investment
Europe
+2
PCF Group
Report
1 pages
Current Report No. 24/2023: Signing of a Letter of Intent Regarding a Production Agreement
PCF Group S.A. has signed a non-binding Letter of Intent to develop a virtual-reality action/combat game codenamed “Dolphin” for a major U.S. entertainment company.
The project is structured as a work-for-hire agreement, with the publisher retaining intellectual property rights within contractual limits.
The estimated production budget for the title is between 16 million and 24 million USD.
Game Development
Mergers & Acquisitions
Investment
+4
PCF Group
Report
1 pages
Wyznaczenie daty premiery gry Bulletstorm VR
Bulletstorm VR (formerly codenamed "Thunder") is scheduled for official release on 14 December 2023.
The title will be available across three major VR platforms: META Oculus Store, Sony PlayStation Store, and Steam.
The release announcement was issued by the board of PCF Group S.A. on 22 August 2023.
Game Publishing
Game Development
VR
+4
PCF Group
Report
1 pages
Raport Bieżący Nr 56/2023: Przesunięcie Daty Premiery Gry Bulletstorm VR
The release date for Bulletstorm VR has been rescheduled from 14 December 2023 to 18 January 2024.
The decision to delay the launch was finalized by the board of PCF Group S.A. on 17 November 2023.
The postponement follows consultations between PCF Group S.A., the development team at Incuvo S.A., and internal publishing staff.
Game Development
Game Publishing
VR
+3
PCF Group
Report
11 pages
Aktualizacja Strategii: Nowe Otwarcie
PCF Group aims to generate 3.0 billion PLN in total revenue between 2023 and 2027 by transitioning to a self-publishing model.
The company plans to release six games over the next four years, prioritizing the Games-as-a-Service (GaaS) model to secure recurring revenue.
To fund the expansion of its development teams and self-published portfolio, PCF intends to raise between 205 million and 295 million PLN through a new share issuance.
Game Development
Shooter
Game Engines
+3
PCF Group
Report
70 pages
Annual Report 2012
The BANDAI NAMCO Group operates a diversified business model spanning toys, arcade machines, home video game software, visual software, network content, and amusement facilities.
In April 2012, the company launched a new Mid-term Plan centered on the vision of 'Empower, Gain Momentum, Accelerate Evolution.'
The company has established a strategic objective to become the 'Leading Innovator in Global Entertainment.'
Market Analysis
Global
Arcade
+3
Bandai Namco
Report
80 pages
Annual Report 2015
Bandai Namco defines its core corporate mission as providing 'Dreams, Fun and Inspiration' to global audiences through entertainment products and services.
The company identifies its primary business engine as the pursuit of happiness derived from its entertainment offerings.
Bandai Namco aims to maintain its position as an entertainment industry leader by continuously exploring new creative areas and market heights.
Game Publishing
Market Analysis
Global
+3
Bandai Namco
Report
92 pages
Integrated Report 2017
BANDAI NAMCO operates as a diversified entertainment conglomerate spanning toys, network content, home video games, arcade games, amusement facilities, and visual and music content.
The company’s core business strategy is centered on the development and global distribution of entertainment products and services.
Game Publishing
Market Analysis
Global
+2
Bandai Namco
Report
100 pages
Integrated Report 2018
The Group launched a new Mid-term Plan in April 2018 focused on the strategic initiative titled 'CHANGE for the NEXT'.
The organization's core business segments include home video games, amusement machines, and amusement facilities.
The company's operational portfolio extends beyond gaming to include entertainment-related toys, network content, and visual and music content.
Global
Game Publishing
Mergers & Acquisitions
+3
Bandai Namco
Report
32 pages
Bandai Namco Group Fact Book 2020
Bandai Namco Group operates across five diversified business segments: Toys and Hobby, Network Entertainment, Real Entertainment, Visual and Music Production, and IP Creation.
The Network Entertainment Unit serves as a primary revenue driver, encompassing the company's global home video game and mobile app publishing operations.
The Toys and Hobby Unit maintains a broad market presence across multiple physical categories, including plastic models, figures, capsule toys, card products, and candy toys.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2021
Bandai Namco operates through a diversified structure encompassing four primary segments: the Entertainment Unit (Digital and Toys/Hobby), the IP Production Unit (Visual, Music, and Creation), and the Amusement Unit.
The Digital Business segment is a core pillar of the Entertainment Unit, focusing on the development and distribution of game applications and home video game software.
The company tracks its competitive positioning by analyzing its standing among top publishers within the global mobile application market.
Market Analysis
Game Publishing
Console
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2022
The Bandai Namco Group operates through three primary pillars: the Entertainment Unit, which covers Digital Business and Toys and Hobby, and the IP Production Unit, which manages Visual and Music business.
The Digital Business segment serves as a core driver for the Entertainment Unit, focusing on the development and distribution of interactive gaming content.
The Toys and Hobby Business segment maintains a diverse portfolio including plastic models, figures, capsule toys, and card products.
Market Analysis
Game Publishing
Japan
+3
Bandai Namco
Report
16 pages
Bandai Namco Group Fact Book 2023
Bandai Namco operates across four primary business segments: Entertainment (Digital and Toys/Hobby), IP Production, and Amusement.
The Entertainment Unit's Digital Business segment focuses on both the mobile game app market and the home video game console market.
The Toys and Hobby Business segment encompasses a diverse portfolio including plastic models, figures, capsule toys, candy toys, and children’s lifestyle sundries.
Market Analysis
Game Publishing
Mobile
+3
Bandai Namco
Report
94 pages
The PC & Console Gaming Report 2025
The global PC and console market is projected to reach $92.7 billion by 2027, with the console segment expected to grow at a 7.0% CAGR driven by the Nintendo Switch 2 launch and Grand Theft Auto VI.
Player engagement is increasingly 'calcified,' as titles aged six years or older now account for over 60% of PC playtime and nearly 50% of console playtime.
Market competition for player attention has become a near zero-sum game, with a rising percentage of the audience now limiting their engagement to only one to three games per year.
Market Analysis
Market Forecast
PC
+2
Newzoo
Feb 2026
Report
13 pages
Aream & Co. Gaming CEO Survey 2025
Industry sentiment for 2025 is largely stable or positive, with 98% of CEOs reporting that consumer spending will be either unchanged (49%) or more optimistic (49%).
M&A activity is expected to accelerate, with 71% of executives anticipating an increase in deal-making throughout 2025.
In-app purchases are the primary revenue driver, with 80% of respondents optimistic about growth compared to only 41% for in-app advertising.
Market Analysis
Market Forecast
Investment
+4
Aream & Co
Feb 2026
Report
231 pages
The State of Video Gaming: 2025
The video game industry is undergoing a structural correction characterized by a 12% decline in real-term content spending following the post-2021 plateau of previous growth engines.
Market polarization has intensified as AAA production budgets reach $500 million, causing revenue and engagement to concentrate within established franchises while crowding out new releases.
Chinese developers have significantly expanded their global footprint, increasing their share of non-domestic content spending from 0.5% to 12.5% over the last 13 years.
Market Analysis
Market Forecast
Global
+4
Epyllion
Jan 2026
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