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Market Analysis
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Report
82 pages
Annual Report 2020
Games Workshop achieved record-breaking financial results for the 2019/20 fiscal year, with revenue rising 5.1% to £269.7 million and profit before tax reaching £89.4 million.
The trade segment now accounts for 52% of total revenue, supported by a significant increase in royalty income from video game and media licensing.
North America remains the company's largest market, contributing £104.8 million to total revenue despite pandemic-related operational disruptions.
Investment
Market Analysis
UK
+1
Games Workshop Group
Aug 2020
Report
12 pages
Rise of the Player-Fan: The Growing Opportunity of Mobile Esports in Asia
Asia dominates the global mobile esports landscape, accounting for 68% of the $19.5 billion in total global mobile esports revenue generated in 2019.
China is the world's largest esports market with 350 million fans, while Southeast Asia experienced a 244% surge in tournament prize values between 2018 and 2019.
Global esports prize pools grew by 40% between 2017 and 2019, reaching a total valuation exceeding $228 million.
Esports
Market Analysis
Asia
+1
Niko Partners
Jul 2020
Presentation
1 pages
Play Like a Girl: Key Ways to Engage Asia's Growing Female Gaming Audience
Female gamers in Asia grew to 38% of the 1.33 billion total regional gaming population by 2019, up from 32% in 2017.
Mobile is the primary platform for this demographic, with 95% of female gamers in Asia playing on mobile devices.
Female gamers contributed 35% of mobile gaming revenue in 2019, with projections estimating an increase to 39% in 2020.
Player Demographics
Market Analysis
Asia
+1
Niko Partners
Jun 2020
Presentation
43 pages
2Q FY2020 Presentation Material: January to March 2020
CyberAgent achieved record-high Q2 FY2020 consolidated sales of 129.1 billion yen and a 45.3% year-over-year increase in operating profit to 12.4 billion yen.
The Game Business drove performance with 44.8 billion yen in revenue, bolstered by anniversary events for Granblue Fantasy and the successful launch of KonoSuba: Fantastic Days.
By the end of the first half of FY2020, CyberAgent had already achieved 63% to 72% of its full-year profit targets.
Market Analysis
Advertising
Monetization
+1
CyberAgent
Apr 2020
Presentation
26 pages
1Q FY2020 Presentation Material: October to December 2019
The company generated 115.6 billion yen in net sales for 1Q FY2020, meeting approximately 25% of its 465 billion yen full-year revenue target.
Operating and ordinary income both reached 7.7 billion yen, tracking toward the annual target range of 28 billion to 32 billion yen.
Profit attributable to owners of the parent was 1.4 billion yen, representing 15% to 18% of the projected 8 billion to 10 billion yen annual goal.
Market Analysis
Monetization
Japan
+1
CyberAgent
Jan 2020
Report
33 pages
State of the Game Industry 2020
The industry is experiencing a significant shift in revenue expectations, as most developers reject the standard 30% platform fee in favor of a 10-15% revenue split.
Workforce demographics remain stagnant, with 75% of professionals identifying as male and nearly 50% of studios lacking formal diversity or accessibility initiatives.
Labor concerns persist as workweeks exceeding 40 hours remain common, and while a majority of developers support unionization, there is widespread skepticism regarding its near-term feasibility.
Market Analysis
Employment
VR
+4
Game Developers Conference
Jan 2020
Report
28 pages
Global Video Game Deals Report 2020
The global video game industry reached a record $33.6 billion in total deal value across 664 transactions in 2020, driven by pandemic-induced demand for at-home entertainment.
Public offerings were the largest financial contributor at $15.1 billion, bolstered by high-profile IPOs from Unity Software and Kakao Games alongside corporate debt refinancing.
Mergers and acquisitions totaled $12.6 billion across 219 deals, with Tencent, Embracer Group, Stillfront, and Zynga accounting for 60% of that value.
Mergers & Acquisitions
Investment
Market Analysis
+1
InvestGame
Jan 2020
Report
140 pages
The Game Industry of Poland: 2020
The provided report content contains only administrative metadata, publication details, and authorship information, lacking the substantive data required to generate industry insights.
No specific figures regarding market growth, company performance, or economic metrics were included in the provided text.
The document identifies the Polish Agency for Enterprise Development, Indie Games Poland, and the Poznan University of Technology as the primary entities involved in the report's production.
Market Analysis
Game Development
Polish Agency for Enterprise Development
Jan 2020
Report
14 pages
Las Mujeres Juegan, Consumen, Participan: Contribución a la Industria de Videojuegos en 2020
Women accounted for 47% of the 118 million active gamers across Spain, France, Germany, Italy, and the UK in 2020, up from 45% in 2019.
Female gamers generated €6.8 billion in spending in 2020, representing 38% of total industry revenue and a 31% year-on-year increase.
During the 2020 Q2 lockdown, 60 million women played video games, with average weekly playtime rising to 8.8 hours and console sessions increasing by approximately one hour.
Market Analysis
Player Demographics
Diversity & Inclusion
AEVI
Jan 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
Report
31 pages
2020 Global Games Market Report
The global games market generated $159.3 billion in 2020, a 9.3% year-on-year increase, with projections to exceed $200 billion by 2023.
Mobile gaming is the industry's dominant segment, accounting for $77.2 billion or 48% of total global revenue.
The Asia-Pacific region is the primary market hub, generating $78.4 billion, while the Middle East and Africa represent the fastest-growing geographic regions.
Market Analysis
Market Forecast
Player Behavior
+1
Newzoo
Jan 2020
Report
64 pages
2020 Mobile Gaming Apps Report
The global mobile gaming market is projected to exceed $100 billion in 2020, supported by 2.6 billion players and a 24% increase in daily in-app payments.
Midcore and strategy games are the most efficient segments, achieving a 39.5% 30-day return on ad spend with low acquisition costs, particularly on Android.
While the average cost per install has hit a record low of $1.47, the industry faces a 24% rise in install-to-purchase costs and a decline in conversion rates to 3.3%.
Market Analysis
Player Demographics
Monetization
+2
Liftoff
Jan 2020
Report
22 pages
2020 Year in Review: Digital Games and Interactive Media
The global digital games and interactive media industry grew 12% year-over-year in 2020, reaching $126.6 billion in total revenue.
Free-to-play titles dominated the market, accounting for 78% of total digital revenue, primarily driven by mobile gaming in Asian markets.
Premium game sales experienced the fastest growth at 28%, bolstered by high-profile releases such as Animal Crossing: New Horizons and Call of Duty: Modern Warfare.
Market Analysis
Global
Mobile
+4
SuperData
Jan 2020
Report
4 pages
Game Developer Index: Sweden 2020
The Swedish game industry generated EUR 2.29 billion in revenue in 2019, marking a 23 percent year-over-year increase and the eleventh consecutive year of sector-wide profitability.
Investment activity surged significantly, with 39 transactions totaling over EUR 400 million in 2019, followed by 21 transactions valued at EUR 1 billion between January and October 2020.
The industry workforce grew to 8,578 full-time positions by the end of 2019, with 5,599 of those employees based in Sweden and women representing 22 percent of the total headcount.
Market Analysis
Employment
Mergers & Acquisitions
+2
Dataspelsbranschen
Jan 2020
Report
14 pages
PayPal Report: Europe and Esports – High Engagement and Even Higher Potential
The European esports audience is projected to reach 92 million viewers by the end of 2020, reflecting a 7.4% year-over-year growth rate.
The global esports market is forecast to grow from nearly €1 billion in 2020 to €1.6 billion by 2023, with European revenue following a similar trajectory.
Women comprise 32% of the European esports audience and demonstrate spending habits comparable to men, with 46% of female respondents reporting purchases.
Esports
Market Analysis
Player Demographics
+1
PayPal
Jan 2020
Report
35 pages
Los Esports en España: Situación Actual y Posición de la Industria
Spain's esports revenue more than doubled between 2016 and 2019, growing from €14.5 million to €35 million and capturing approximately four percent of the global market.
The industry supports 600 jobs, including 250 professional players, and generated €22.5 million in advertising expenditure as of 2019.
Spain ranks twelfth globally in viewership with 2.9 million regular spectators, featuring the highest female audience share in Europe at 36 percent and a demographic where over half of viewers are older than 25.
Esports
Market Analysis
AEVI
Jan 2020
Report
33 pages
The Past, Present and Future of Games: Global and Local Opportunities
The global gaming market has reached a scale of 2.7 billion gamers, with 1.3 billion active spenders driving the industry's evolution into a major economic force.
Mobile gaming is the industry's dominant segment, currently accounting for 49% of global consumer revenues.
Cloud gaming is a significant growth area, projected to generate $4.8 billion in revenue by 2023 through infrastructure investments from Microsoft, NVIDIA, and Tencent.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2020
Report
22 pages
For the Win: Breaking Down the Preferences of Asia's Mobile Gamers
Asia accounts for over 50% of the global mobile gaming player base and generates the majority of the industry's total mobile revenue.
Mobile esports and competitive, socially-driven titles are displacing traditional genres across all Asian markets, marking a major shift in consumer preference through the first half of 2020.
China remains the largest market, where success is driven by migrating PC intellectual properties to mobile and navigating a regulatory environment that requires domestic partnerships.
Market Analysis
Asia
Mobile
+1
Niko Partners
Jan 2020
Report
33 pages
The Past, Present and Future of Games
The gaming industry is experiencing significant growth, evidenced by a 29% increase in PC game revenue and a 19.6% rise in mobile downloads in 2020, with total consumer spend projected to grow by 21% in 2023.
Gaming is increasingly defined by social integration, with 45% of U.S. gamers aged 10–30 utilizing social features during gameplay.
Streaming viewership has surged, as evidenced by a fivefold increase in hours watched on Twitch and YouTube between 2018 and 2019, led by dominant titles like Fortnite, League of Legends, and Genshin Impact.
Market Analysis
Player Behavior
Esports
+1
Newzoo
Jan 2020
Report
15 pages
From Playing to Paying: The Art of Monetizing Games in Asia
Free-to-play (F2P) is the dominant monetization model in Asia, accounting for 98.5% of all mobile games revenue in 2019 and 100% of top-grossing titles in China.
Japan is the most lucrative mobile market in the region, generating $12.84 in revenue per download compared to the $1.53 regional average.
Emerging markets like India are rapidly adopting sophisticated monetization, with battle passes appearing in 50% of the country's top-grossing games by early 2020.
Monetization
Market Analysis
Asia
+1
Niko Partners
Jan 2020
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