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Report
2 pages
Raport bieżący nr 11/2021Ujawnienie opóźnionej informacji poufnej o zawarciu przez PCF Group S.A. listu intencyjnego dotyczącego przejęcia zespołu deweloperskiego Phosphor Games, LLC
PCF Group S.A. signed a letter of intent on 31 March 2021 to acquire the Chicago-based development team of Phosphor Games, LLC.
The acquisition is being funded by a USD 5 million loan provided to the subsidiary People Can Fly U.S., LLC, which is secured by the subsidiary's intellectual property.
The loan terms include an interest rate of LIBOR plus 2% with a ten-year maturity period.
Mergers & Acquisitions
Investment
PC
+1
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. 48/2021: Acquisition of Incuvo S.A. Shares
PCF Group S.A. acquired a 50.01% majority stake in Incuvo S.A. on 13 December 2021 for a base price of PLN 19,995,776.
The deal includes an earn-out provision of up to PLN 11,595,725, contingent on the profitability and Metacritic performance of the VR title 'Green Hell VR'.
Incuvo S.A. specializes in virtual-reality game development and the porting of third-party titles to VR platforms.
Mergers & Acquisitions
Investment
PC
+1
PCF Group
Report
6 pages
Current Report No. 23/2023: Investment Agreement Supplement Between Krafton, Inc. and PCF Group S.A.
Krafton, Inc. secured a right of first refusal to acquire up to 10% of PCF Group S.A.’s total share capital and voting rights.
The option to subscribe for new shares is valid if PCF Group issues up to 2,510,904 new shares before the 31 December 2023 deadline.
The subscription price for Krafton is fixed at PLN 40.20 per share, regardless of the pricing terms offered to other investors.
Mergers & Acquisitions
Investment
Funding
+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
1 pages
Raport Bieżący Nr 28/2025: Wyznaczenie Daty Rozpoczęcia Sprzedaży Gry „Lost Rift”
PCF Group S.A. has scheduled the early access release of its new title, 'Lost Rift' (formerly codenamed 'Victoria'), for September 25, 2025.
The game will launch globally on the Steam platform as part of the company's 2025 fiscal year operational objectives.
The release utilizes an early access model to facilitate iterative development and gameplay refinement based on direct player feedback.
Game Publishing
Steam
PC
+1
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
5 pages
Nexon Releases Earnings for Fourth Quarter and Full-Year 2025
Nexon achieved record full-year 2025 revenue of ¥475.1 billion, a 6% year-over-year increase, with operating income holding steady at ¥124.0 billion.
The new title ARC Raiders was a major growth driver, selling over 14 million units within 15 weeks and reaching a peak of 960,000 concurrent users.
The 22-year-old MapleStory franchise reached record annual revenue with 43% year-over-year growth, helping to offset a 21% decline in the Dungeon&Fighter franchise.
Market Analysis
Monetization
Game Publishing
+3
NEXON Co.
Feb 2026
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
8 pages
Mobile & PC Gaming Benchmarks 2026
Industry-wide retention benchmarks have shifted downward to a 35/15/5 standard for Day 1, Day 7, and Day 30, replacing the historical 40/20/10 model.
Median retention rates in 2026 are currently 22% for Day 1, 4% for Day 7, and 0.7% for Day 30, highlighting a significant struggle to maintain long-term player interest.
A widening performance gap exists between average titles and the top 10% of games, with top-tier titles maintaining a 40% Day 1 retention threshold compared to the 22% median.
Mobile
Retention
PC
+2
GameAnalytics
Jan 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
Report
231 pages
The State of Video Gaming in 2025
Global gaming spend has reached $200 billion in 2025, representing a 150% increase since 2011, yet real-term growth has stalled and profit margins have compressed to single digits.
Development costs for AAA titles now exceed $600 million, contributing to a landscape of record layoffs, shrinking publisher share prices, and a sharp contraction in venture capital funding to only 1,500 global deals.
Mobile gaming revenue fell 23% in Q1 2024 following privacy deprecations, leading to a market where spend is increasingly concentrated among a small number of high-margin titles.
Market Analysis
Global
Mobile
+1
Epyllion
Jan 2026
Report
4 pages
Nordic Game 2026: Participant Profiles and Platforms
PC development is the primary focus for 57.5% of Nordic Game 2026 participants, significantly outpacing console development at 34.2% and mobile gaming at 27.7%.
Developers and artists constitute the largest attendee segment at 40%, followed by sales and marketing professionals at 12.6% and management at 9.3%.
The event prioritizes business development by providing private meeting facilities that accommodate groups ranging from 4 to 50 people.
Market Analysis
Europe
PC
+1
Nordic Game
Jan 2026
Report
35 pages
Video Game Market Update: Q3 2025
The $55 billion public takeover of Electronic Arts highlights a strategic shift toward large-scale consolidation as the primary driver of industry growth in Q3 2025.
The launch of the Nintendo Switch 2 acted as a major catalyst for console sector strength, reinforcing the market value of established intellectual property.
The global video game industry saw a Q3 2025 resurgence fueled by a rebound in mobile in-app purchases and strong performance across PC and console platforms.
Market Analysis
Global
Mobile
+2
Aream & Co
Sept 2025
Report
67 pages
2025 Global Games Market Report
The global games market is projected to reach $188.8 billion in 2025, a 3.4% year-over-year increase, driven by a player base that has expanded to 3.6 billion people.
Mobile gaming remains the industry leader with $103.0 billion in revenue (55% of the total), while console gaming is expected to see the highest growth rate at 5.5%, reaching $45.9 billion.
Average spend per player is declining, forcing a strategic shift toward long-tail engagement and retention rather than aggressive monetization in saturated markets.
Market Analysis
Market Forecast
Player Demographics
+4
Newzoo
Sept 2025
Report
18 pages
The State of PC Game Distribution
Steam maintains a dominant market position, generating $10.8 billion in 2024 revenue with concurrent users increasing from 25.4 million in 2021 to 40.5 million by September 2025.
Developer reliance on Steam is extreme, with 88% of studios deriving over 75% of their revenue from the platform and 37% relying on it for more than 90%.
Despite 72% of developers labeling Steam a monopoly, diversification is underway, with 48% of studios utilizing the Epic Games Store and the Xbox PC store for distribution.
Market Analysis
Game Publishing
PC
+2
Rokky
Jun 2025
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