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Market Forecast
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Report
44 pages
Newzoo Trend Report 2022: An Overview and Outlook of Virtual Reality
The global active VR hardware install base is projected to reach 46 million units by the end of 2024, representing a 42.0% compound annual growth rate since 2019.
Market growth is primarily driven by the transition to affordable standalone 6DoF devices, such as the Meta Quest and Pico 4, which have significantly lowered barriers to mainstream entry.
VR gaming shows strong user retention, with nearly 60% of gamers engaging with their headsets at least once a week.
Market Analysis
VR
Global
+1
Newzoo
Jan 2022
Report
31 pages
App Marketer Survey (2022)
Privacy regulations are the primary industry challenge for 2023, identified by 43% of marketers as their top concern.
73% of marketers report feeling 'in the dark' regarding user data access, while 72% cite rising costs as a significant barrier to performance.
Despite privacy-driven data scarcity, 52% of marketers plan to increase their advertising budgets for the upcoming year.
Marketing
Mobile
Global
+2
Liftoff
Jan 2022
Report
149 pages
Brazil Games Industry Report 2022
Brazil is the 12th largest games market globally and the leader in Latin America, generating approximately USD 2.3 billion in 2021.
The industry has experienced rapid expansion, with a 102% increase in active studios since 2018 and a 336% revenue increase in USD since 2015.
The sector is shifting toward original intellectual property, with 93% of companies now focusing on proprietary IP rather than a pure service-provider model.
Market Analysis
Market Forecast
Player Demographics
+1
Abragames
Jan 2022
Presentation
55 pages
FY2021 Presentation Material
CyberAgent achieved record-breaking FY2021 performance with 666.4 billion yen in consolidated sales and a 104.3 billion yen operating profit, representing a more than threefold increase.
The Game business was the primary profit driver, recording 68.6% year-over-year growth fueled by the commercial success of Uma Musume Pretty Derby.
WINTICKET captured 25% of the Keirin online betting market and tripled its transaction volume, significantly contributing to reduced operating losses in the Media segment.
Market Forecast
Monetization
Advertising
+1
CyberAgent
Oct 2021
Report
39 pages
Global Cloud Gaming Report: The Infrastructure Edition 2021
The global cloud gaming market reached $1.6 billion in revenue and 23.7 million paying users in 2021, with projections estimating growth to over $6.5 billion and 60.7 million users by 2024.
North America and Europe currently dominate the sector, accounting for 59% of total consumer spending.
The global semiconductor shortage has acted as a catalyst for cloud gaming adoption by positioning streaming services as a viable alternative to scarce and expensive local hardware.
Cloud Gaming
Market Analysis
Market Forecast
+1
Newzoo
Sept 2021
Report
34 pages
Global Mobile Market Report 2021
Mobile game spending is projected to grow from $90.7 billion in 2021 to $116.4 billion by 2024, representing an 11.2% compound annual growth rate.
The top 20% of players, defined as those spending $25 or more per month, generate approximately 80% of total mobile gaming revenue.
Smartphone penetration reached 3.9 billion users in 2021, marking a 6% year-over-year increase that continues to drive market expansion.
Market Analysis
Market Forecast
Mobile
Newzoo
Sept 2021
Report
52 pages
Go Global Mobile Game: New Insights
China-headquartered publishers captured 23% of overseas mobile gaming consumer spend in H1 2021, achieving $8 billion in revenue and 47% year-over-year growth.
Developers are increasingly adopting a hybridization strategy, integrating casual mechanics into core genres to broaden audience appeal and improve user engagement.
The 4X March-Battle subgenre remains the leading driver of consumer spend in major markets like the United States and the United Kingdom.
Market Analysis
Global
Mobile
+1
data.ai
Jan 2021
Whitepaper
95 pages
Libro Blanco del Desarrollo Español de Videojuegos 2021
The 2021 Libro Blanco del Desarrollo Español de Videojuegos serves as the primary industry reference for the Spanish video game development sector.
The report outlines specific fiscal and structural measures intended to incentivize the economic growth of the Spanish video game industry throughout 2022.
The document provides a strategic framework for industry stakeholders to navigate the economic landscape of the Spanish development market.
Market Analysis
Market Forecast
Game Development
Fondo Europeo de Desarrollo Regional
Jan 2021
Report
38 pages
Global Games Market Report 2021: The VR & Metaverse Edition
The global games market is projected to reach $175.8 billion in 2021, a 1.1% year-on-year decline caused by hardware shortages and AAA game delays.
Mobile gaming remains the industry's largest segment, generating $90.7 billion and accounting for 51% of total market revenue despite privacy-related marketing hurdles.
The industry is forecast to reach $218 billion in total revenue by 2024, driven by the long-term growth of the metaverse and social gaming hubs.
Market Analysis
Market Forecast
VR
+2
Newzoo
Jan 2021
Report
53 pages
2021-2025 Mobile Market Forecast
By 2025, global mobile consumer spending is projected to reach $270 billion, with annual downloads expected to hit 230 billion.
Non-gaming applications are projected to surpass gaming revenue on the Apple App Store by 2024, driven by a shift toward subscription-based business models.
The Apple App Store and Google Play continue to drive the market with compound annual growth rates of 21% and 17%, respectively.
Market Analysis
Market Forecast
Monetization
+2
Sensor Tower
Jan 2021
Report
19 pages
Beyond 2021: Where Does Gaming Go Next?
The global games market reached $175.8 billion in 2021 and is projected to exceed $218 billion by 2024, representing a compound annual growth rate of 8.7%.
Mobile gaming remains the dominant sector, accounting for 52% of total industry revenue.
The pandemic-driven surge added 173 million new or returning players, 53% of whom are female, bringing the global player base to nearly 3 billion.
Market Analysis
Market Forecast
Player Behavior
+1
Google & Newzoo
Jan 2021
Report
23 pages
Newzoo’s Global Games Market Report 2021
The global games market is projected to reach 2.8 billion players and $189.3 billion in revenue in 2021, with growth concentrated in emerging markets like Southeast Asia and the Middle East.
Cloud gaming is expected to exceed $1 billion in annual revenue for the first time, as high-fidelity titles enable users to bypass traditional hardware limitations.
Apple’s removal of the Identifier for Advertisers (IDFA) is forcing mobile publishers to pivot away from traditional user acquisition toward IP-based games and creative marketing strategies.
Market Analysis
Market Forecast
Player Behavior
Newzoo
Jan 2021
Report
47 pages
Next-Gen Mobile Games: The Arrival of Cross-Platform and Evolution of High-Fidelity Mobile Games
Mobile gaming is the industry's dominant force, generating $90.7 billion in 2021 and accounting for over half of total global gaming revenue.
The global mobile player base is projected to grow from 2.8 billion in 2021 to 3.2 billion by 2023.
High-fidelity games with AAA-quality production now account for nearly 70% of the top-grossing iOS titles in China, signaling a shift away from casual-only dominance.
Market Analysis
Market Forecast
Global
+1
Newzoo
Jan 2021
Report
78 pages
The State of Mobile Gaming 2021
The mobile gaming industry reached a record $22.2 billion in quarterly revenue in early 2021, marking a 33% year-over-year increase.
The industry is projected to reach $117 billion in annual revenue by 2023, maintaining a compound annual growth rate of 13.5%.
The freemium model now dominates the market, accounting for 99% of App Store revenue through in-app purchases, subscriptions, and advertising.
Market Analysis
Market Forecast
Global
+1
Sensor Tower
Jan 2021
Report
53 pages
Mobile Market Forecast: 2021-2025
The global mobile application market is projected to reach $270 billion in consumer spending and 230 billion annual downloads by 2025.
Non-game applications are rapidly gaining market share and are expected to account for nearly 50% of total spending by 2025.
Non-game revenue is projected to surpass gaming revenue on the Apple App Store as early as 2024.
Market Forecast
Market Analysis
Global
+1
Sensor Tower
Jan 2021
Report
108 pages
Análisis del Impacto del COVID‑19 y Mejores Prácticas de Teletrabajo en el Sector de los Videojuegos: Dec 2020
Video game stocks, including companies like Tencent and Ubisoft, outperformed global market indices during the pandemic, establishing the sector as a defensive asset class with long-term growth potential.
Consumer demand shifted decisively toward digital channels between March and May 2020, causing a sharp decline in physical sales while hardware platforms offering portability, such as the Nintendo Switch, saw significant spikes in sales.
Subscription services like Xbox Game Pass and PlayStation Now proved resilient, becoming a central pillar of revenue strategy that necessitates ongoing investment in LiveOps and DLC content.
Market Analysis
Employment
Market Forecast
IDG Consulting
Dec 2020
Presentation
54 pages
FY2020 Presentation Material
CyberAgent achieved record FY2020 performance with 478.5 billion yen in sales and 33.8 billion yen in operating profit, marking year-over-year growth of 5.5% and 9.9% respectively.
The Game business served as the primary growth engine, generating 155.8 billion yen in sales driven by legacy titles and the successful launch of Project SEKAI, which reached two million users in three weeks.
The Media segment, anchored by ABEMA, grew annual sales by 22.6% to 57 billion yen, supported by a cumulative base of over 59 million downloads.
Market Forecast
Marketing
Advertising
+1
CyberAgent
Oct 2020
Report
34 pages
Creative Industries Statistics: United Kingdom (August 2020)
This report provides official statistics on UK tax relief programs for creative sectors including film, high-end television, animation, video games, children’s television, theatre, orchestras, and museums and galleries.
The data covers the period ending August 2020, serving as a baseline for the creative industries' fiscal performance prior to the next scheduled update in summer 2021.
The document outlines the specific scope of government tax relief frameworks designed to support the production and exhibition of creative content across multiple media formats.
Market Analysis
Market Forecast
UK
HM Revenue
Aug 2020
Presentation
40 pages
3Q FY2020 Presentation Material
CyberAgent reported 112.8 billion yen in consolidated sales for 3Q FY2020, achieving 89% to 102% of its full-year operating profit forecast despite a marginal 0.7% year-over-year revenue decline.
The Game business generated 36.7 billion yen in quarterly revenue, bolstered by major title anniversaries and a strategy focused on both new IP development and lifecycle extension for existing games.
The media segment, anchored by the ABEMA streaming platform, grew sales by 19.2% year-over-year to 13.3 billion yen, supported by 56 million total downloads.
Market Forecast
Investment
Advertising
+1
CyberAgent
Jul 2020
Report
9 pages
Games Monitor: The Netherlands 2020 Update – COVID Impact
The Dutch video game industry grew from 575 companies in 2018 to 615 by the end of 2020, supporting approximately 4,000 total jobs.
B2C entertainment developers experienced increased consumer demand during the pandemic, while B2B and applied game developers faced project cancellations and delays.
Operational productivity remained stable despite the transition to remote work, though nearly 50% of industry professionals reported increased stress levels.
Market Analysis
Employment
Europe
+1
Dutch Game Garden
Jan 2020
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