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Market Analysis
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Report
20 pages
Match3 Genre Snapshot: US iOS (May 2021)
As of May 2021, the Match3 subgenre accounts for approximately 16% of total US iOS mobile gaming revenue.
No new Match3 titles entering the top 500 grossing rankings over the last 18 months utilize standard swapping mechanics, indicating a shift toward gameplay diversification.
Modern Match3 success is increasingly driven by meta-layers, specifically decoration and customization features seen in titles like Royal Match and Project Makeover.
Market Analysis
Monetization
Live Ops
+5
GameRefinery
May 2021
Presentation
12 pages
Q1 2021 – Omówienie Wyników
People Can Fly Group reported a 19.1% year-over-year revenue increase to 30.9 million PLN in Q1 2021, with development services accounting for 30.2 million PLN of that total.
Net cash flow surged by 2,390% to 106.1 million PLN during the quarter, primarily fueled by capital activities and the company's public market presence.
Net profit declined by 10% to 7.8 million PLN compared to Q1 2020, despite a 6.6% increase in adjusted EBITDA to 10.4 million PLN.
Market Analysis
Investment
Employment
PCF Group
May 2021
Report
16 pages
Esports Rising: State of the Global Esports Market
The global esports market is projected to reach $1.08 billion in revenue by the end of 2021, marking a 14.5% year-over-year increase driven primarily by sponsorships and media rights.
Total hours watched on major streaming platforms like Twitch and YouTube surged by 76% in 2020, with the global audience expected to exceed 577 million viewers by 2024.
China remains the dominant market leader, holding the largest share of global esports revenue and the highest concentration of enthusiasts.
Market Analysis
Esports
Streaming
+1
Newzoo
May 2021
Report
21 pages
Market Snapshot: Q1 2021 US, China & Japan
In Q1 2021, mobile gaming genre preferences diverged globally: US markets favored simulation games, Japan saw a shift from RPGs to sports titles led by Cygames’ Uma Musume Pretty Derby, and China moved toward shooter games.
Roblox Corporation established itself as the top-grossing publisher in the US market during Q1 2021.
Monetization strategies varied by region, with collectible albums appearing in over 70% of top-grossing US games, battle passes in over 25% of top-grossing Japanese titles, and special gacha mechanics in 30% of top-grossing Chinese games.
Market Analysis
Mobile
USA
+2
GameRefinery
Apr 2021
Presentation
52 pages
2Q FY2021 Presentation Material: January to March 2021
CyberAgent’s consolidated sales grew 26.6% year-over-year to 163.4 billion yen in 2Q FY2021, with operating profit doubling to 25.8 billion yen.
The Game business reached record quarterly sales of 63.9 billion yen, driven primarily by the launch of 'Uma Musume Pretty Derby,' which surpassed five million downloads in 45 days.
Due to strong gaming performance, CyberAgent raised its full-year sales forecast to 600 billion yen and nearly doubled its projected operating profit range.
Market Analysis
Advertising
Japan
CyberAgent
Apr 2021
Presentation
28 pages
People Can Fly 2020 – Omówienie Wyników
PCF Group achieved significant financial growth in 2020, with revenue rising 23.6% to 103.8 million PLN and net profit increasing over 400% to 24.6 million PLN.
Adjusted EBITDA grew by 76.7% to 32.6 million PLN, supported by development work for major partners including Square Enix and Take-Two Interactive.
The company is executing a multi-project strategy that includes the action-RPG 'Project Dagger,' which has a projected budget of 40-60 million EUR and allows PCF to retain IP ownership.
Investment
Market Analysis
Europe
PCF Group
Apr 2021
Report
22 pages
Deals Report Q1 2021
The global gaming industry saw a record-breaking Q1 2021 with $25 billion in closed transactions across 249 deals, a twofold increase compared to the first half of 2020.
Mergers and acquisitions were the primary growth driver, accounting for 57% of total deal value at $14.3 billion, a nearly sixfold year-over-year increase fueled by major acquisitions like Microsoft’s $7.5 billion purchase of ZeniMax Media.
Public offerings reached $8.3 billion across 36 deals, bolstered by high market valuations and prominent listings from companies including Roblox, Playtika, and Huuuge Games.
Investment
Mergers & Acquisitions
Market Analysis
+1
InvestGame
Mar 2021
Report
21 pages
Casino Snapshot Report: Market, Features & Updates, Motivations (March 2021)
The mobile Casino category is the second-largest revenue generator on US iOS, capturing 17.2% of total mobile game revenue as of Q4 2020.
Slots dominate the category with 80% of total revenue, characterized by a highly competitive landscape where market share is evenly distributed among top titles like Slotomania and DoubleDown Casino.
In contrast to the fragmented Slots market, the Poker and Bingo subgenres are dominated by single 'king of the hill' titles such as World Series of Poker and Bingo Blitz.
Market Analysis
Social Casino
Mobile
+1
GameRefinery
Mar 2021
Report
145 pages
Cultural and Creative Sectors in Post-COVID-19 Europe: Crisis Effects and Policy Recommendations
The COVID-19 pandemic caused severe economic disruption across the European cultural and creative sectors (CCS).
The European Parliament's CULT Committee commissioned this study in February 2021 to evaluate the crisis impact and necessary policy interventions.
The analysis focuses on the structural and cohesion policy implications for the CCS following the onset of the pandemic.
Market Analysis
Marketing
Player Behavior
+1
European Parliament
Feb 2021
Report
24 pages
Games Marketing Insights 2021
New gamers who entered the market after the COVID-19 outbreak are spending more on in-game purchases monthly than veteran players, who have actually reduced their spending despite increased engagement.
Mobile marketing is increasingly reliant on brand familiarity, as less than 25% of players in Western markets are willing to try games they have not heard of before.
Live-streaming platforms experienced record growth during the pandemic, with Facebook Gaming reaching over one billion hours watched in Q3 2020.
Market Analysis
Player Behavior
Monetization
+1
Meta
Jan 2021
Report
27 pages
Mobile Game Store Asset Optimization Trends 2021
The release of iOS 15 in late 2021 introduced native A/B testing for up to 90 days and the ability to create 35 unique Custom Product Pages, enabling highly targeted audience acquisition.
Top-performing publishers are aligning App Store screenshots and icons with high-performing ad creatives—such as Playrix and Nexters' 'Pull the Pin' ads—to reduce user acquisition costs and minimize conversion friction.
Successful mobile game publishers treat store assets as dynamic marketing tools rather than static elements, frequently updating them to reflect seasonal events, anniversaries, and live operations.
App Store Optimization
Market Analysis
User Acquisition
+2
Sensor Tower
Jan 2021
Whitepaper
63 pages
White Paper on Global Mobile Games 2021
Rising acquisition costs and iOS privacy regulations triggered a 200% surge in ad creatives and a 34% year-over-year increase in CPMs on platforms like Meta.
The United States became the most expensive market for mobile advertising, reaching an average CPM of $28.18.
Total advertiser market growth slowed by 5% in 2021, forcing developers to prioritize data-driven optimization and regional targeting to protect ROI.
Market Analysis
Mobile
User Acquisition
+4
SocialPeta
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
8 pages
Post-IDFA Mobile Game Advertising Costs: Casual vs Core
Core games experienced a 78% surge in iOS CPI following the iOS 14.6 release, driven by intensified competition for a shrinking pool of high-value, trackable users.
Casual games saw a 38% decline in iOS CPI post-iOS 14.6, while Android CPI for the same segment rose by 16%.
Android CPI for core games increased by 36% during the same period, reflecting broader market volatility across platforms.
Advertising
User Acquisition
Market Analysis
+2
Moloco
Jan 2021
Report
35 pages
Mobile App Trends 2021: A Global Benchmark of App Performance
The gaming industry reached a $165 billion valuation in 2020, bolstered by a 43% surge in hyper-casual game downloads.
E-commerce experienced a shift toward deeper user integration, evidenced by a 58% increase in in-app transactions despite only a 6% rise in new installs.
Fintech led all sectors in install growth at 51% and saw an 85% increase in total user sessions.
Market Analysis
Player Behavior
Global
+1
Adjust
Jan 2021
Report
15 pages
The African Mobile Apps Landscape (2021)
Between Q1 2020 and Q1 2021, mobile app installs across Nigeria, South Africa, and Kenya grew by 41%, with Nigeria leading the growth at 43%.
The gaming sector saw a 50% jump in installs during Q2 2020, while in-app advertising revenue for gaming surged by 167% between Q2 2020 and Q1 2021.
In-app purchasing revenue for gaming peaked in Q3 2020, contributing one-third of the total annual revenue.
Market Analysis
Marketing
User Acquisition
+2
AppsFlyer
Jan 2021
Report
26 pages
Gaming Spotlight 2021 Review
Mobile gaming is the dominant market force, with 2021 spending projected to be 3.1 times higher than that of home consoles.
Global game downloads reached over 1 billion per week in Q1 2021, a 30% increase over pre-pandemic levels, while weekly spending grew 40% to $1.7 billion.
Cross-platform functionality is a critical success factor, as evidenced by the performance of titles like Roblox and Genshin Impact that prioritize cross-play and cross-save features.
Market Analysis
Global
Mobile
+1
data.ai
Jan 2021
Report
25 pages
An Analysis of IPs in U.S. Mobile Gaming
Licensed IP titles represent only 9% of the U.S. mobile market but account for 23% of total player spending and 17% of all installs.
Video game franchises are the primary drivers of IP revenue, contributing one-third of the total, followed by manga (13%), television (12%), and comics (10%).
Action, shooter, and role-playing games rely most heavily on licensed IP, with these genres deriving 64%, 45%, and 47% of their respective revenues from such titles.
Market Analysis
Mobile
USA
Sensor Tower
Jan 2021
Report
22 pages
Shooter Genre Snapshot
The mobile shooter genre is the sixth-largest segment on the US iOS App Store, currently accounting for approximately six percent of total revenue.
Market stagnation is significant, as no new shooter titles have entered the top 500 rankings in the past two years.
Following the removal of Fortnite, Call of Duty: Mobile, PUBG Mobile, and Garena Free Fire have become the entrenched market leaders, with Garena Free Fire doubling its quarterly revenue to reach parity with Call of Duty.
Market Analysis
Global
Shooter
+1
GameRefinery
Jan 2021
Report
26 pages
The State of Card Battler Mobile Games
Card-battlers are a high-growth segment of mid-core strategy, accounting for 34% of total strategy revenue and experiencing a 17% revenue increase in Q1 2021.
The U.S. market is capturing a larger share of player spending, growing to 27% of global revenue in H1 2021, a six-percentage-point increase year-over-year.
Card-battlers demonstrate strong monetization potential with a U.S. Revenue Per Download (RPD) of $19, which is double the global average and represents the fastest RPD growth (175%) among strategy sub-genres in H1 2021.
Market Analysis
Mobile
Card Battler
+1
Sensor Tower
Jan 2021
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