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Market Analysis
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Report
19 pages
Video Games – a Force for Good (2021)
The European video game market maintained a stable valuation of €23.3 billion in 2021, successfully sustaining the revenue gains achieved during the 2020 pandemic.
Digital sales dominate the industry, accounting for 81% of total revenue, with growth primarily driven by app-based gaming and in-game purchases.
The European player base grew by 6% in 2021 to encompass 52% of the total population, with an average player age of 31.3 years and a gender split of 48% women.
Market Analysis
Player Demographics
Esports
+1
European Games Developer Federation
Jan 2021
Report
52 pages
Innovate to Win on the Next Level with Hybrid Genre Games
Mobile gaming consumer spending reached $36 billion in H1 2021, marking a 73% increase since 2018, with China-based publishers now capturing 23% of the international market.
The industry is pivoting toward hybrid game design, which integrates casual mechanics like farming or social features into hardcore frameworks to diversify monetization and broaden demographics.
The Idol Training subgenre saw a 129% surge in consumer spending, signaling the growing global influence of Asian cultural themes and 'Nijigen' aesthetics.
Market Analysis
Monetization
Game Design
+2
data.ai
Jan 2021
Report
66 pages
Serbian Gaming Industry Report 2021
In 2021, Serbia’s gaming sector comprised approximately 130 studios employing 1,548 people, generating $125 million in revenue with 75% to 100% of earnings derived from international exports.
The industry is heavily reliant on the free-to-play model, which accounts for 64% of all games produced, while the total output reached roughly 2,200 titles.
The ecosystem supports a diverse production scale, ranging from indie developers using high-fidelity tools like MetaHuman Creator to major contributors such as Nordeus, Playrix RS, and Ubisoft Belgrade.
Market Analysis
Employment
Diversity & Inclusion
+1
SGA
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
28 pages
Video Game Streaming Trends Report 2021
Total video game streaming watch time reached 28.7 billion hours in 2021, representing a 21% year-over-year increase.
Twitch maintains market dominance with 71% of total hours watched, while Facebook Gaming and YouTube Gaming tied for the second-most-watched platforms by year-end.
The creator economy is highly concentrated, as 1.2% of influencers generate nearly 16% of Twitch's subscription and bit revenue, while 93% of creators are classified as micro-influencers.
Streaming
Esports
Market Analysis
+1
Stream Hatchet
Jan 2021
Report
41 pages
La Guía de los Esports
The esports market is projected to grow from under $1.1 billion in 2021 to over $1.5 billion by 2024, maintaining a compound annual growth rate (CAGR) of 7.7%.
Global esports viewership is expected to reach 577.2 million people by 2024, up from 435.9 million in 2021.
Market potential is heavily concentrated in regions with high-speed broadband infrastructure, specifically East Asia, Northern Europe, and North America.
Esports
Market Analysis
Player Demographics
+1
AEVI
Jan 2021
Report
30 pages
Mobile App Trends 2021: A Focus on APAC
APAC dominates the global mobile market, accounting for 64% of total app downloads and 60% of global mobile gaming revenue.
Mobile adoption surged during 2020 lockdowns, driving a 31% increase in regional installs and a 54% rise in sessions year-over-year.
Hyper-casual gaming experienced explosive growth with a 66% increase in installs during 2020, while fintech installs grew by 36% in the same period.
Market Analysis
Mobile
Asia
Adjust
Jan 2021
Report
29 pages
How to Win on Mobile in LATAM
Brazil and Mexico dominate the LATAM mobile market, collectively accounting for 73% of the region's 20.9 billion downloads between July 2020 and June 2021.
While Android commands 89% of total downloads, iOS captures 56% of consumer spend, highlighting a significant disparity in monetization potential between the two platforms.
Gaming represents 50% of total consumer spend in the region, with hypercasual titles driving volume while Strategy and RPG subgenres account for 60% of gaming revenue.
Market Analysis
Player Behavior
Mobile
+1
data.ai
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
77 pages
Store Intelligence Data Digest: Q4 2020
The global mobile app ecosystem reached 143 billion total downloads in 2020, a 23.8% year-over-year increase driven largely by pandemic-related shifts in consumer behavior.
Business app downloads surged by 134% in 2020, highlighted by Zoom and Google Meet reaching 681 million and 331 million annual downloads respectively.
Mobile gaming revenue exceeded $21 billion in Q4 2020, with social-oriented titles like Among Us driving engagement via 166 million quarterly downloads.
Market Analysis
Global
Mobile
Sensor Tower
Jan 2021
Report
1 pages
Survey on Games and Daily Life: Japan
The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
Player Demographics
Player Behavior
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2021
Presentation
44 pages
1Q FY2021 Presentation Material: October to December 2020
CyberAgent achieved record-high consolidated sales of 131 billion yen in 1Q FY2021, a 13.3% year-over-year increase driven by strong performance in the Media and Advertising segments.
The Media segment grew revenue by 67% to 20.4 billion yen, bolstered by ABEMA’s premium subscriber base exceeding 921,000 users and an elevenfold increase in WINTICKET transaction volume.
The Game business experienced a 15% revenue decline to 29.9 billion yen and a 77.8% drop in operating profit, attributed to seasonal factors and increased marketing spend.
Advertising
Marketing
Market Analysis
+1
CyberAgent
Jan 2021
Report
222 pages
Turkey Game Market 2021 Report
The Turkish gaming market reached a total volume of $1.2 billion in 2021, supported by a player base of 42 million active users.
Mobile gaming generated $620 million in revenue, cementing Turkey's status as a global leader in the hyper-casual genre.
Financial activity hit record levels in 2021 with $266 million invested across 54 startups, highlighted by the emergence of Dream Games as a unicorn.
Market Analysis
Player Demographics
Investment
+2
Gaming in Turkey
Jan 2021
Report
9 pages
State of the Stream December/2020 Year in Review
Twitch maintained market dominance in 2020, with the 'Just Chatting' category becoming the most-watched content segment at 1.9 billion hours.
Valorant was the most successful new release of 2020, accumulating 737 million hours watched with a single-month peak of 334 million hours in April.
Established titles remained central to viewership, with League of Legends and Fortnite generating 1.4 billion and 904 million hours watched, respectively.
Streaming
Market Analysis
Global
StreamElements
Dec 2020
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
Whitepaper
18 pages
Recommendations for Implementation of Virtual Reality Applications in Other Industries
The VR Best Practice Catalogue serves as a strategic tool for game developers to expand into new business sectors.
Implementing virtual reality applications is essential for stabilizing existing markets and capturing new ones.
The Baltic Sea Region (BSR) is positioned to become a high-potential actor within the global virtual reality industry.
VR
Europe
Market Analysis
+1
Baltic Game Industry
Nov 2020
Report
42 pages
The Game Incubation Landscape in Europe: Appraisal of the BSR in the European Context
The report provides a comparative appraisal of game incubation approaches across Europe to evaluate the BGI project's incubation pilot results.
The study was commissioned by BGZ Berliner Gesellschaft für internationale Zusammenarbeit mbH specifically to analyze the game incubation landscape within the Baltic Sea Region (BSR).
Market Analysis
Europe
Game Development
BGZ Berliner Gesellschaft für internationale Zusammenarbeit mbH
Nov 2020
Report
11 pages
Q1‑Q3 2020: Recap of the Investment Activity in the Video Game Market
The gaming industry demonstrated strong resilience in 2020, with a July rebound leading to 100 transactions worth approximately $2.78 billion in private investment.
M&A activity was significant, with the PC and console segment reaching $10.5 billion in value, largely driven by Microsoft’s $7.5 billion acquisition of ZeniMax.
The mobile gaming segment led in deal volume with 41 transactions totaling $4.6 billion, supported by ongoing consolidation from strategic buyers like Tencent, Embracer Group, and Stillfront Group.
Investment
Mergers & Acquisitions
Market Analysis
+1
InvestGame
Sept 2020
Report
62 pages
Store Intelligence Data Digest: Q3 2020
Global mobile app downloads reached 36.4 billion in Q3 2020, a 22.8% year-over-year increase driven primarily by a 30.3% surge in Google Play installs.
Among Us achieved a historic milestone as the first title since 2018 to exceed 100 million global downloads in a single quarter, with 24 million of those installs occurring in the United States.
United States consumer spending reached a record $5.8 billion in Q3 2020, with Simulation and Casino genres serving as the primary growth drivers at 59% and 51% increases, respectively.
Market Analysis
Global
Mobile
Sensor Tower
Sept 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
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