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Report
42 pages
Serbian Gaming Industry Report 2018
The Serbian gaming industry comprises over 60 member entities and employs more than 1,500 professionals, anchored by major players like Nordeus, Ubisoft Belgrade, and 3Lateral.
Funding for the sector is diversified, with 40% sourced from angel investors, 30% from crowdfunding, and 20% from venture capital, with the largest single investment reaching €650,000.
A robust pipeline of technical talent is supported by approximately 30,000 university students in IT-related programs and the integration of programming into primary-school curricula.
Market Analysis
Investment
Employment
+1
SGA
Jan 2019
Report
34 pages
10 Years, 10 Highlights of Google Play
Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion downloads, with a forecast to reach $42 billion in annual spend by 2022.
Japan is the highest-earning market with $25.1 billion in lifetime spend, significantly outperforming the United States ($19.3 billion) and South Korea ($11.2 billion).
India leads the platform in total volume with 36.9 billion downloads, highlighting a distinct global divide between high-volume emerging markets and high-monetization mature markets.
Market Analysis
Monetization
data.ai
Aug 2018
Report
69 pages
Annual Report 2018
Games Workshop achieved record financial performance in the 2017/18 fiscal year, with revenue increasing 39% to £219.9 million and operating profit nearly doubling to £74.6 million.
The company’s growth was driven by a 54% surge in the trade segment and the global success of the Warhammer brand, which helped propel the firm into the FTSE 250.
To support international demand, which accounted for 76% of total sales, the company doubled its plastic injection molding capacity and increased inventory levels to £20.2 million.
Investment
Market Analysis
UK
Games Workshop Group
Aug 2018
Report
15 pages
Gaming Spotlight 2017 Review
Mobile gaming solidified its market dominance in 2017, with consumer spending exceeding the combined total of home consoles, PC, Mac, and handhelds by more than one-third.
Mobile games generated nearly 80% of total consumer spending on the iOS App Store and Google Play, despite accounting for less than 40% of total app downloads.
The Asia-Pacific region, led by China, Japan, and South Korea, drove mobile growth by accounting for over 60% of all global mobile game spending.
Market Analysis
Global
Mobile
+1
App Annie
Mar 2018
Report
19 pages
State of the Game Industry 2018
PC remains the dominant development platform at 60%, while interest in mobile development has declined to 36%.
The Nintendo Switch has become a major industry force, with 36% of developers expressing interest in the platform, surpassing interest in the Xbox One.
Confidence in the long-term sustainability of VR/AR has declined for the first time in three years, with 29% of developers expressing skepticism and 42% predicting mobile-based immersive reality will be the dominant technology within five years.
Market Analysis
Player Behavior
Game Developers Conference
Mar 2018
Report
48 pages
Baromètre Annuel du Jeu Vidéo en France 2017
The 2017 Baromètre Annuel du Jeu Vidéo en France provides a structured overview of the French video game industry landscape, coordinated by the Syndicat National du Jeu Vidéo.
Regional support mechanisms, such as the Hauts-de-France regional fund, play a critical role in financing local game development projects.
Financial assistance for game development is categorized into specific types, including dedicated project aid and regional grants.
Market Analysis
Employment
Game Development
+1
Syndicat National du Jeu Vidéo
Feb 2018
Report
34 pages
The Data Behind 10 Years of Google Play (2018)
Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion total downloads, with more than 5,000 apps surpassing the $1 million revenue milestone.
Annual consumer spend on Google Play is projected to reach $42 billion by 2022, representing a 90% increase from 2017 levels.
While India leads in total download volume with 36.9 billion, Japan is the most lucrative market, contributing $25.1 billion in total consumer spend.
Market Analysis
Mobile
Global
+3
data.ai
Jan 2018
Report
42 pages
Libro Blanco de los Esports en España
The Liga de Videojuegos Profesional (LVP) reached 9.7 million unique Twitch viewers in the first half of 2017, marking a 57 percent year-on-year increase.
Spain's broader video game market generated €1.163 billion in 2016, providing a stable financial foundation for the emerging esports sector.
Spanish esports teams are transitioning into professional limited companies that employ full technical staff and utilize structured gaming houses.
Esports
Market Analysis
AEVI
Jan 2018
Report
48 pages
Spelutvecklarindex 2018
The provided report content contains only administrative metadata and contact information, lacking the actual data, financial figures, or analytical findings required to generate specific insights.
The document identifies Dataspelsbranschen as the collaborative organization representing Swedish game developers, publishers, and distributors.
The report is authored by Johanna Nylander and features illustrations by Anna Nilsson.
Market Analysis
Employment
Diversity & Inclusion
+1
Dataspelsbranschen
Jan 2018
Report
6 pages
Games Monitor: The Netherlands 2018
The Dutch games industry reached 575 companies and 3,850 jobs by the end of 2018, generating an estimated annual turnover of €225–300 million.
The sector experienced accelerated growth between 2015 and 2018, maintaining an average annual job increase of 10 percent.
Entertainment game development expanded by 33 percent, while the applied games sector, serving healthcare, education, and government, stabilized.
Market Analysis
Employment
Europe
Dutch Games Association
Jan 2018
Report
35 pages
The Data Behind 10 Years of the iOS App Store
Between 2010 and 2017, the iOS App Store generated over $130 billion in consumer spend across more than 170 billion total downloads.
China surpassed the United States in annual downloads in 2015 and annual consumer spend in 2016, establishing itself as the primary engine for global market growth.
The monetization model shifted significantly away from paid downloads, which plummeted from 10% of total downloads in 2010 to less than 1% by 2018.
Market Analysis
Global
Mobile
data.ai
Jan 2018
Report
48 pages
Mobile Gaming Benchmarks: 2018
Top-tier mobile games achieve day-28 retention rates of 6.5–7% during the winter months, significantly outperforming the industry median of 1.5%.
Role-playing games lead the market in ARPDAU, with top titles generating 6–7 times the revenue of the median performer.
Strategy games consistently outperform the broader market, achieving double the ARPDAU and conversion rates of average mobile titles.
Market Analysis
Global
Mobile
GameAnalytics
Jan 2018
Report
51 pages
The Games Monitor 2018
The Games Monitor 2018 provides an updated analysis of the Dutch games industry, following previous research editions published in 2012 and 2015.
Market Analysis
Employment
Europe
+1
Dutch Games Association
Jan 2018
Report
31 pages
A Global Analysis of Mobile Gaming Benchmarks: 2018 Edition
Top-tier mobile games generate six times more revenue per daily active user than the market median, highlighting a massive performance gap between elite titles and the rest of the industry.
Elite titles in the 15th percentile achieve Day 1 retention rates exceeding 35%, while industry-wide Day 28 retention struggles to surpass 6%.
Leading publishers like Voodoo utilize a strict 50% Day 1 retention threshold as a primary filter to identify potential commercial hits early in development.
Market Analysis
Player Behavior
Mobile
+1
GameAnalytics
Jan 2018
Report
35 pages
The Data Behind 10 Years of the iOS App Store – 2018
The gaming sector is the primary economic driver of the iOS App Store, accounting for 75% of total consumer spend despite representing only 31% of total downloads.
Between 2010 and 2018, the platform generated $130 billion in consumer spend, with revenue growing at a 52% compound annual growth rate compared to a 15% growth rate for downloads.
The Asia-Pacific region now accounts for nearly 60% of global iOS revenue, with China overtaking the United States in 2016 to become the largest market for both downloads and spending.
Market Analysis
Global
Mobile
+1
data.ai
Jan 2018
Report
17 pages
Baromètre Annuel du Jeu Vidéo en France Edition 2018
The French video game industry is overwhelmingly independent, with 93% of studios operating independently and 56% of development studios being less than five years old.
In 2018, the sector had 1,200 games in active development, with two-thirds of these projects representing new intellectual properties.
Public funding is a critical pillar of the industry, with 62% of studios utilizing regional, national, or European financial support mechanisms.
Market Analysis
Employment
France
Syndicat National du Jeu Vidéo
Jan 2018
Whitepaper
84 pages
Libro Blanco del Desarrollo Español de los Videojuegos
The Spanish video game industry is represented by the Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento (DEV).
The industry operates through a defined value chain that encompasses the traditional stages of video game development and production.
The report serves as a foundational white paper ('Libro Blanco') documenting the structure and professional landscape of the Spanish gaming sector.
Market Analysis
Investment
Monetization
+1
DEV – Asociacion Espanola de Empresas Productoras y Desarrolladoras de Videojuegos
Jan 2018
Report
121 pages
Videojuegos en España: Impacto Económico y Escenarios Fiscales
The Spanish video game industry generates a total economic impact of €3.577 billion, with every €1 invested yielding €3 in total economic activity.
The sector supports 22,828 total jobs when accounting for indirect and induced effects, with each direct industry position sustaining 2.6 additional jobs elsewhere.
Implementing a tax-credit fiscal policy (Scenario E2) is projected to provide the strongest stimulus, adding €627 million in production and 4,000 full-time jobs to the economy.
Market Analysis
Employment
Investment
AEVI
Jan 2018
Report
27 pages
Jahresbericht der Deutschen Games-Branche 2018
The German games market in 2018 is characterized by a shift toward digital revenue streams, specifically through virtual goods, additional content, and subscription models.
Revenue generation is increasingly driven by fees associated with online gaming networks.
The German games industry landscape comprises a defined ecosystem of companies and a growing number of employees.
Market Analysis
Esports
Germany
+1
game – Verband der deutschen Games-Branche e. V.
Jan 2018
Report
70 pages
Annual Report 2017
Games Workshop achieved record financial performance in the 2016/17 fiscal year, with revenue increasing 34% to £158.1 million and operating profit doubling to £38.3 million.
The company maintained a 72.4% gross margin and a 72% return on capital, supported by a debt-free balance sheet and £17.9 million in cash reserves.
North America became the company's largest geographic market, contributing £57.0 million in revenue, while royalty income from licensed titles like Total War: Warhammer provided high-margin growth.
Investment
Market Analysis
UK
Games Workshop Group
Aug 2017
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