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Market Analysis
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Report
65 pages
Store Intelligence Data Digest: Q1 2020
Worldwide mobile app downloads reached a record 33.6 billion in Q1 2020, a 20.3% year-over-year increase driven by pandemic-related digital activity.
Mobile gaming installs exceeded 13 billion for the first time, with a notable shift toward social and sandbox titles like Roblox and Minecraft.
Non-gaming app categories saw radical structural shifts, as Business and Education downloads more than doubled while Travel and Navigation installs fell by over 50%.
Market Analysis
Global
Mobile
Sensor Tower
Jan 2020
Report
43 pages
Games Industry 2019/20
Germany is the largest video-game market in Europe and the fifth-largest globally, generating a record €4.4 billion in 2018 with a 9 percent year-on-year growth rate.
The German government supports the industry with €50 million in annual non-repayable grants, which cover 25 to 50 percent of project costs for developers.
The sector comprises approximately 524 game-related firms, including 368 development studios, employing 11,000 staff directly and nearly 28,000 when including ancillary roles.
Market Analysis
Investment
Employment
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2020
Report
29 pages
The Most Exciting Time in the Gaming Industry: 2020–2022
The gaming industry experienced a massive investment peak in 2021, with M&A reaching $41 billion, private equity hitting $12 billion, and public offerings peaking at $24.5 billion.
Market activity cooled significantly by 2022, with public offerings collapsing to $4.6 billion and late-stage transaction values dropping four-and-a-half-fold to $0.9 billion in early 2023.
Strategic acquisitions remain a primary driver of industry value, with the top 15 M&A deals—led by Microsoft’s purchases of Activision Blizzard and ZeniMax—accounting for approximately 80% of total announced deal value.
Market Analysis
Investment
Global
InvestGame
Jan 2020
Report
3 pages
The Video Game Industry in France: 2020 Edition Economic Context and Production
The French video game industry comprises over 1,130 establishments, with development studios representing 50% of the sector and service/technology providers accounting for 42%.
The industry demonstrates a strong commitment to original content, with 63% of the 530 titles marketed in 2019 based on new intellectual properties.
Employment is characterized by stability and growth, with 75% of the workforce on permanent contracts and projections for 800 to 1,200 new jobs created by the end of 2019.
Market Analysis
Diversity & Inclusion
Employment
+1
Syndicat National du Jeu Vidéo
Jan 2020
Report
45 pages
Czech Video Game PC, Console and Mobile Game Developers in Czech Republic 2020
The Czech video game industry experienced rapid growth between 2017 and 2020, with annual turnover rising from CZK 2.26 billion to over CZK 5 billion, representing a 29% average annual growth rate.
The sector is highly export-oriented, with approximately 95% of revenue generated from international markets, primarily the United States, Germany, and the United Kingdom.
As of 2020, the industry comprised roughly 110 domestic studios employing 1,750 specialists, with revenue already tripling that of the national film industry by 2019.
Market Analysis
Europe
PC
+2
GDACZ – Czech Game Developers Association
Jan 2020
Report
66 pages
Store Intelligence Data Digest: Q2 2020
Worldwide mobile app downloads reached a record 37.8 billion in Q2 2020, a 31.7 percent year-over-year increase driven by pandemic-related shifts in work, education, and entertainment.
Google Play game downloads surged by over 50 percent to 12.4 billion, with hypercasual titles leading in volume and Sandbox and Battle Royale genres flourishing as social hubs.
Business category app installations peaked at 176 percent above pre-pandemic levels, with Zoom becoming the third app in history to surpass 300 million installs in a single quarter.
Market Analysis
Global
Mobile
Sensor Tower
Jan 2020
Report
21 pages
Asia Spotlight Report: The Impact of COVID-19 on China’s Video Game Market in Q1 2020
China’s video game revenue grew by approximately 30% in Q1 2020 compared to Q1 2019, fueled by increased engagement during the Lunar New Year holiday.
Mobile and PC gaming saw significant spikes in both engagement and spending, with 97% of mobile gamers and 94.6% of PC gamers reporting increased play time.
Casual mobile games experienced a surge in popularity, recording 3 to 4 times their usual monthly visit volume during the lockdown period.
Market Analysis
Player Behavior
Niko Partners
Jan 2020
Report
58 pages
Gaming Industry Report: Serbia 2020
Serbia’s video-game industry reached over €100 million in revenue in 2020, marking a 20 percent year-over-year growth across 120 development teams.
The sector employs approximately 2,100 people, with women accounting for one-third of the workforce and a majority of firms planning to increase staff in 2021.
Educational infrastructure expanded significantly with new programs at the University of Kragujevac and the University of Arts in Belgrade, supported by partners like Epic Games and Nordeus to serve over 1,500 students.
Market Analysis
Employment
Serbia
+1
SGA
Jan 2020
Report
29 pages
2020–2022: The Most Exciting Time in the Gaming Industry
M&A activity reached a historic peak in 2022 with $37.7 billion in closed deals, representing a 199% increase over 2021, largely driven by major consolidations like Take-Two’s acquisition of Zynga.
Public offerings for gaming companies collapsed in 2022, with an 82% decline in value as IPO and SPAC windows effectively closed due to macroeconomic headwinds.
Private investment value fell by 16% in 2022 following a doubling of investment the previous year, signaling a shift toward a more disciplined, cooling market.
Market Analysis
Mergers & Acquisitions
Investment
+1
InvestGame
Jan 2020
Report
62 pages
Level Up: A Guide to Succeed in Asia’s Gaming Market
Asia’s gaming market is driven by over 1.5 billion mobile-first players, with free-to-play models generating 99% of mobile revenue.
The female demographic has grown to 500 million players and now contributes nearly 40% of total mobile gaming revenue, necessitating more inclusive content.
Asia accounts for 68% of global mobile esports revenue, with Southeast Asia experiencing a 244% increase in tournament prize pools.
Market Analysis
Player Demographics
Monetization
+1
Newzoo
Jan 2020
Report
8 pages
Tower Defense Games: Deconstructing the Superstars (2020 Industry Snapshot)
Tower defense games demonstrate high monetization efficiency with an ARPPU of $83, an ARPDAU of $1.66, and a daily conversion rate of 3.83%.
China is the most lucrative market for the genre, achieving an 8.7% conversion rate, which is nearly double that of the United States.
Regional engagement metrics vary significantly, with Italy leading in Day 7 retention at 39% and France recording the highest average daily playtime at 210 minutes.
Market Analysis
Tower Defense
Mobile
+1
GameAnalytics
Jan 2020
Report
28 pages
InvestGame Deals Report 2020 – Game M&A
The 2020 gaming market hit a record $33.6 billion in total transaction value across 664 deals, driven by $15.1 billion in public offerings and $12.6 billion in M&A activity.
Tencent, Embracer, Stillfront, and Zynga emerged as the dominant market forces, collectively accounting for 60% of the total M&A value.
The United States led the global market by capturing 36% of total deal value and hosting four of the year's top-10 largest transactions.
Mergers & Acquisitions
Investment
Market Analysis
+1
InvestGame
Jan 2020
Report
11 pages
Investment Activity Report Q1–Q3 2020
The global gaming industry saw $27.5 billion in total deal value across 1,000 transactions during the first nine months of 2020, with gaming-specific deals accounting for $15.3 billion.
M&A activity was defined by large-scale consolidation, led by Microsoft’s $7.5 billion acquisition of ZeniMax and Zynga’s $2 billion purchase of Peak Games, with Tencent, Zynga, and Microsoft collectively exceeding $11 billion in deal value.
Public offerings were the primary driver of capital, generating $9.2 billion from 51 IPOs and PIPEs, while private venture investments contributed $4.7 billion across 254 rounds.
Investment
Funding
Mergers & Acquisitions
+2
InvestGame
Jan 2020
Report
16 pages
Spillrapporten 2019/2020
The Norwegian gaming industry is currently experiencing a period of significant growth.
The government has established a new national gaming strategy titled 'Spillerom' to guide development for the period 2020 and beyond.
A primary objective of the current industry analysis is to establish a robust, comparable knowledge base of statistics and data for the gaming sector.
Market Analysis
Player Demographics
Game Publishing
Norsk Spill- og Multimedieforening
Jan 2020
Report
83 pages
Economic Analysis of the Audiovisual Sector in the Republic of Ireland
The provided text serves as a table of contents and introductory structure for an economic analysis of the Irish audiovisual sector, but contains no specific economic data, growth figures, or company names to summarize.
The report is authored by Olsberg•SPI and focuses on the economic contribution and strategic recommendations for the audiovisual industry in the Republic of Ireland.
The document structure outlines an executive summary, a section on economic contribution, and a section on key strategic issues and recommendations.
Market Analysis
Employment
Europe
Olsberg SPI
Jan 2020
Report
19 pages
Baromètre Annuel du Jeu Vidéo en France: 2020
France ranks as the second-largest global hub for video game development, trailing only the United States.
The industry is primarily composed of independent development studios, with 93% identifying as independent and 74% focused on creating original intellectual properties.
International markets are a primary revenue driver, accounting for 44% of total studio income.
Market Analysis
Employment
France
Syndicat National du Jeu Vidéo
Jan 2020
Report
63 pages
Slovak Game Industry Annual Report 2020/2021
The Slovak game development industry maintained operational continuity and development output throughout the 2020 period despite the challenges of the global pandemic.
Slovak game studios demonstrated resilience by continuing to support the industry association while simultaneously managing their internal development pipelines during 2020.
The 2020/2021 report highlights the critical role of individual dedication and studio-level commitment in sustaining the national game development sector during unprecedented times.
Market Analysis
Game Development
Employment
+1
Slovak Arts Council
Jan 2020
Report
20 pages
Europe's Video Game Industry: Key Facts 2020
The European video game market reached €21.6 billion in 2019, marking a 3% year-on-year increase and a 55% total growth since 2014.
Digital ecosystems dominate the market, accounting for 76% of total revenue, with 66% of that online income derived specifically from in-game extras and downloadable content.
Hardware revenue is split primarily between consoles at 43% and mobile/tablet devices at 40%.
Market Analysis
Player Demographics
Europe
Interactive Software Federation of Europe
Jan 2020
Presentation
1 pages
Slovak Game Industry Infographic
The Slovak game industry experienced significant workforce expansion between 2016 and 2019, growing from 436 to 762 employees.
The top ten companies in the sector generated over 48 million euros in annual turnover as of 2019.
The industry is geographically concentrated, with 52 percent of the 55 active companies based in Bratislava and 24 percent in Košice.
Market Analysis
Investment
Slovakia
+1
Slovak Game Developers Association
Jan 2020
Report
16 pages
Rapport Annuel 2020 de l’ALD
Canada’s video game sector generated approximately C$4.5 billion in GDP and supported 48,000 full-time-equivalent positions in 2020.
The number of development studios in Canada grew by 16 percent in 2020, reaching a total of approximately 700 studios.
The industry maintained employment levels throughout the COVID-19 pandemic by implementing remote-work guides and targeted outreach campaigns.
Market Analysis
Employment
Diversity & Inclusion
+1
ESAC – Entertainment Software Association of Canada
Jan 2020
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