Skip to main content
Game Industry
Library
Library
Search
Ask AI
News
Connect your AI
Browse
The Catch Up
Topics
Collections
Writers
Help
Subscribe
Game Industry
Library
Library
Search
Ask AI
Saved
Library
134 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Console
Market Analysis
Global
PC
Game Publishing
Investment
Monetization
Game Development
Mobile
Europe
Game Design
Marketing
Market Forecast
Mergers & Acquisitions
Player Behavior
Steam
Japan
Action-Adventure
Clear
Filters
1
Console
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
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
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
2 pages
Square Enix Special Feature: Erdrick Trilogy Reimagined
The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
Market Analysis
Global
Console
+3
Square Enix
Sept 2025
Report
231 pages
The State of Video Gaming in 2026
The video game industry is in a period of contraction, with real-term spending on content declining by approximately 12% since 2021.
AAA production budgets have ballooned to between $200 million and $500 million, contributing to a capital-constrained environment marked by record-high layoffs and studio closures.
A small cohort of entrenched live-service titles now dominates the market, acting as 'black holes' that consume the majority of player time and spending, making new independent launches increasingly difficult.
Market Analysis
Global
Mobile
+2
Epyllion
May 2025
Report
41 pages
PC/Console Gaming Index: A Look at the Top Games, Publishers, and Platforms in 2025 So Far
Steam leads the 2025 PC and console market with 450 million downloads and a projected $12 billion in premium revenue, representing a 15 percent year-to-date increase.
Premium purchase models remain the primary revenue driver, accounting for 79 percent of Steam's income and 83 percent of PlayStation's earnings.
Steam outperforms console competitors in user acquisition, recording 450 million downloads compared to 376 million for PlayStation and 283 million for Xbox.
Market Analysis
Global
PC
+1
Sensor Tower
Jan 2025
Report
15 pages
Interactive Entertainment 2025: Global Market Sizing and Forecast
The global interactive entertainment market is forecast to reach $250.2 billion in 2025, marking a 4.6% year-over-year recovery driven by software publishing and established intellectual property.
Mobile gaming remains the industry's primary revenue driver, generating $115.7 billion in 2025, while PC gaming leads in growth rate at 4.2%.
Console hardware revenue is projected to contract by 31% in 2024 as the current hardware cycle concludes, though this is partially mitigated by a 5% increase in accessory sales.
Market Analysis
Market Forecast
Mobile
+3
Aldora
Jan 2025
Report
4 pages
Top Game Creators Academy: Tokyo Game Show 2025 Exhibition
The Computer Entertainment Association, in partnership with the Agency for Cultural Affairs and the Japan Arts & Culture Promotion Agency, launched the Top Game Creators Academy (TGCA) in April 2025 to accelerate the development of next-generation talent.
The TGCA program utilizes a two-year pipeline structure that pairs emerging developers with active industry advisors to facilitate professional growth and global market entry.
Ten emerging developers are debuting work-in-progress titles at the Tokyo Game Show 2025 in Hall 10, representing diverse genres including 3D action, 2D puzzle platformers, horror, and rhythm-action.
Game Development
Employment
Japan
+3
CESA – Computer Entertainment Supplier's Association
Jan 2025
Report
23 pages
PC & Console Year in Review 2025
Indie and 'Triple-I' titles have become a major market force, accounting for over 25% of total Steam revenue in 2025.
Co-op games are a primary revenue driver, representing 11 of the top 20 highest-grossing titles of the year.
China has emerged as a dominant global market, ranking as the top region for Steam and the fifth for PlayStation, largely driven by the success of titles like Black Myth: Wukong.
Market Analysis
Global
PC
+1
Alinea Analytics
Jan 2025
Report
65 pages
The State of AAA Game Advertising: 2023 Review
In 2023, AAA publishers shifted toward launch-focused campaigns, with new releases accounting for 50% of all top-tier advertising expenditure.
While YouTube remains the primary advertising medium for PC and console games, publishers are increasingly diversifying their media mix by integrating Facebook, TikTok, and Instagram to target specific demographics.
Strategic platform-based partnerships, such as deep Xbox branding and hardware collaborations, are now essential for anchoring major titles within broader ecosystem strategies.
Market Analysis
Advertising
Marketing
+3
Sensor Tower
Jan 2025
Report
37 pages
The Industry Quest for Growth
Global games spending reached a record $199.4 billion in 2024, a 3.5% year-over-year increase, with projections stabilizing near $200 billion in 2025.
The upcoming Nintendo Switch 2 is projected to generate $7–8 billion in upside and reach 103 million units sold by 2030.
The delay of GTA VI is expected to reduce 2025 console spending by $2.7 billion, creating a strategic window for other publishers to capture holiday market share.
Market Analysis
Monetization
Global
+1
Nintendo
Jan 2025
Report
65 pages
The State of AAA Game Advertising: A Look Back on the Biggest Launches and Trends of the Past Year
AAA advertising shifted heavily toward new title launches in 2023, which accounted for 50% of total ad spend compared to just 20% in the previous year.
YouTube remains the dominant advertising channel at 35% of total spend, though marketing budgets are increasingly diversifying into TikTok, Instagram, and OTT services to leverage short-form video engagement.
High-budget marketing is no longer the sole path to success, as titles like Lethal Company and PalWorld achieved millions of sales through viral gameplay and creator-driven interest with minimal ad investment.
Advertising
Market Analysis
Global
+2
Sensor Tower
Jan 2025
Report
15 pages
Interactive Entertainment: Global Market Sizing & Forecast 2025
The global interactive entertainment market is projected to reach $250.2 billion in 2025, marking a 4.6% year-over-year recovery.
Software publishing remains the dominant revenue driver at $196 billion, with mobile gaming leading the sector at $115.7 billion despite rising user acquisition costs.
The console hardware sector is in a significant downturn, evidenced by a 31% decline in revenue during 2024 as the current cycle concludes.
Market Analysis
Market Forecast
Mobile
+3
Aldora
Jan 2025
Report
13 pages
China Game Industry Report 2025
Chinese self-developed mobile games generated US$20.455 billion in overseas revenue in 2025, marking a 10.23% year-on-year increase and the sixth consecutive year exceeding RMB 100 billion.
The United States remains the primary overseas market for Chinese games, accounting for 32.31% of total export revenue, followed by Japan at 16.35% and South Korea at 9.15%.
Strategy games (SLG) dominate the overseas market, capturing 49.97% of earnings, significantly outpacing shooters at 9.69% and RPGs at 9.39%.
Market Analysis
Market Forecast
China
+4
Meridian Play
Jan 2025
Report
24 pages
Key Insights into Shooter Games
Shooter games generated approximately $2.24 billion in 2022 across 37 global markets, excluding China and India.
Shooters are a dominant force on PC and console platforms, capturing 68% of monthly active users.
Monetization in the genre is heavily driven by in-app purchases, which are experienced by 97% of shooter players, while advertising remains the least utilized revenue model.
Market Analysis
Global
Shooter
+2
Newzoo
Jan 2025
Report
36 pages
Gaming Industry Report: Q3 2024
The global gaming market reached a valuation of $188 billion in 2024, representing a 2.1% year-over-year growth.
Public gaming ETFs outperformed the S&P 500 year-to-date, posting gains between 22% and 36% compared to the S&P's 21%.
Venture funding in Q3 2024 totaled $517 million across 92 deals, marking a 1% increase in funding despite a 14% decline in deal volume quarter-over-quarter.
Market Analysis
Investment
Funding
+5
Konvoy
Oct 2024
Report
17 pages
Console/PC Games Investment Report September 2024
The 2023 fiscal year saw total deal value reach $69.5 billion, a 612% increase driven almost entirely by Microsoft’s $68.7 billion acquisition of Activision Blizzard.
While total deal value surged, the actual number of transactions fell by 25% compared to 2022, and investment volume dropped to $627.8 million across 161 deals.
M&A activity dominated the market with $68.8 billion across 39 deals, accounting for more than 99% of North American M&A value.
Investment
Mergers & Acquisitions
Global
+2
DDM
Sept 2024
Report
4 pages
Transparent and Fair Purchases of In-Game Content
The PEGI Code of Conduct mandates that signatories display purchase icons, provide receipts, and disclose real-world costs for virtual currency, while requiring transparent probability disclosures for paid random items like loot boxes.
Only 20.8% of PEGI-rated games include in-game purchase options, with just 3% of all rated games offering paid random items.
Parental supervision remains robust, with 76% of parents reporting their children do not make in-game purchases, a figure that has remained stable since 2020.
Monetization
Europe
Mobile
+1
Video Games Europe
Apr 2024
Report
20 pages
The Ultimate Game Hype Tracking Guide
Success in the PC and console market requires tracking the purchase funnel through three core metrics: unaided awareness, aided awareness, and purchase intent conversion rates.
The Game Health Tracker methodology relies on monthly surveys of over 3,000 PC and console players in the United States to benchmark performance against competitors.
Conversion rate, defined as the percentage of aided-aware players who express purchase intent, serves as the primary indicator for measuring marketing effectiveness.
Market Analysis
User Acquisition
Retention
+3
Newzoo
Feb 2024
Report
44 pages
State of Performance Marketing for Videogames
First-party data integration is essential for efficiency, yielding conversion lifts of up to 63% in Meta-based campaigns.
Influencer marketing currently outperforms traditional ad networks, achieving a 4.25% conversion rate and a 38.95% Day 7 retention rate.
Meta and YouTube remain the primary media planning channels, utilized in 75% and 44% of campaigns respectively, while Twitch leads in conversion efficiency at 12%.
Advertising
Market Analysis
Global
+2
Gamesight
Jan 2024
Report
46 pages
The PC & Console Market Gaming Report 2024
The PC and console market reached $93.5 billion in 2023, reflecting a 2.6% growth rate despite a 26% decline in average quarterly playtime since 2021.
Market dominance is highly consolidated, with approximately 30 publishers controlling 80% of all monthly active users.
Games six years or older command over 60% of total playtime, while new, non-annual original titles struggle to capture more than 8% of player attention.
Market Analysis
Global
PC
+1
Newzoo
Jan 2024
Previous
1
2
3
4
5
6
7
Next