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Report
14 pages
State of the Game Industry 2017
The HTC Vive has overtaken the Oculus Rift as the primary platform for VR/AR development, with 40% of developers planning to support it for their next project.
Despite 61% of developers not currently working in VR, 75% of the industry views immersive technology as a sustainable long-term business, with AR expected to dominate within 20 years.
For the first time in the survey's history, developer interest in Android (54%) has surpassed iOS (51%) as a primary mobile target.
Market Analysis
Esports
VR
+1
Game Developers Conference
Jan 2017
Report
104 pages
State of the Polish Video Game Industry 2017
The 2017 report on the Polish video game industry was funded by the Ministry of Culture and National Heritage, the Ministry of Development, and Creative Europe Desk Poland.
The research project for the report was coordinated by the Kraków Technology Park.
Key industry partners involved in the report include the Polish Games Association and the Indie Games Poland Foundation.
Market Analysis
Player Demographics
Europe
+1
Kraków Technology Park
Jan 2017
Report
72 pages
Finnish Game Industry Report 2016
The Finnish game industry has achieved global reach, with titles like Cities: Skylines contributing to a player base exceeding one billion people worldwide.
The industry is supported by structured professional networks and advocacy groups, specifically Suomen Pelinkehittäjät ry and IGDA Finland ry.
Industry development is concentrated in specific geographic clusters, which serve as the primary hubs for game company operations.
Market Analysis
Finland
Diversity & Inclusion
Neogames Finland
Jan 2016
Report
30 pages
TIGA Genre Report 2016
TIGA functions as the trade association representing video game developers, digital publishers, service companies, and education providers.
The organization's primary objective is to strengthen the games development and digital publishing sector.
TIGA advocates for the industry by engaging in political lobbying within government corridors.
Market Analysis
UK
Game Development
TIGA
Jan 2016
Whitepaper
32 pages
How to Enable Digital Growth in Europe
The European game development ecosystem is a primary driver of the broader digital revolution and technological innovation.
Growth in the European market is directly correlated with the length of the value chain, where shorter chains facilitate faster expansion.
The European game development sector currently supports a specific workforce population of individuals engaged in professional studio environments.
Game Development
Employment
Market Analysis
+1
European Games Developer Federation
Jan 2016
Report
9 pages
Dossier de Prensa AEVI 2016
The Spanish video-game market generated €996 million in 2014, marking a 6.8% year-over-year growth and establishing Spain as one of the four largest markets in Europe.
Piracy remains a significant economic challenge, with 240 million illegal downloads and 2 million physical infringements causing an estimated €226 million in lost revenue in 2014.
The sector served 13 million users in 2014, representing 36% of the population, with players aged 11–64 averaging 5.9 hours of gaming per week.
Market Analysis
Employment
Investment
AEVI
Jan 2016
Report
24 pages
Estudio Videojuegos y Adultos 2015: España
In 2015, 38.9 percent of Spanish adults played video games, with the highest engagement found in the 18-29 age demographic at 75 percent.
Gaming habits are gender-split by platform preference: men favor consoles (66.2 percent), while women primarily use smartphones (57.6 percent).
Habitual gamers, defined as those playing weekly or daily, account for 41.5 percent of the gaming population and are 60 percent male.
Market Analysis
Player Demographics
Player Behavior
AEVI
Dec 2015
Report
116 pages
Finnish Game Industry Report 2014
The oldest Finnish game companies still in operation reached their 20-year anniversary in 2015.
Supercell achieved significant market impact with titles including Clash of Clans and Hay Day.
Rovio Entertainment is recognized for the development of the Angry Birds franchise.
Market Analysis
Employment
Diversity & Inclusion
+1
Neogames Finland
Mar 2015
Report
36 pages
Dutch Games Monitor: The Netherlands 2015
The Dutch Games Monitor was first established in 2012 to provide comprehensive industry data through extensive surveys and interviews.
The 2012 edition served as the inaugural research project to offer a broad, structured insight into the state of the Dutch games industry.
Interest in data regarding the games industry has significantly increased in the years following the 2012 report.
Market Analysis
Employment
Europe
+1
Dutch Games Association
Jan 2015
Report
63 pages
Kondycja Polskiej Branży Gierwideo Raport 2015
Video games have transitioned from a niche hobby for technology enthusiasts and youth into a mainstream form of entertainment.
The demographic profile of gamers has expanded significantly, now encompassing individuals across all age groups, professions, and education levels.
Market Analysis
Player Demographics
Europe
Digital Dragons
Jan 2015
Whitepaper
34 pages
Le Marché Illicite de la Distribution Digitale de Jeux Vidéo sur PC: France
The illicit PC game market in France operates through unauthorized digital distribution channels that directly undermine the revenue and operational stability of official platforms.
The growth of the illicit market is driven by the consolidation of illegal distribution networks that bypass legitimate retail and digital storefronts.
Illegal market expansion is fueled by specific, identifiable illicit activities that facilitate the unauthorized acquisition and redistribution of PC gaming content.
Market Analysis
Game Publishing
PC
+1
Syndicat National du Jeu Vidéo
Jan 2015
Report
2 pages
Dutch Games Monitor: Main Facts & Figures 2015
The Dutch games industry grew by 42% between 2011 and 2015, increasing from 320 to 455 companies, though the sector remains dominated by micro-enterprises with an average of only seven employees.
Total industry employment grew from 2,730 to 3,030 professionals, a slower rate of expansion than company formation, highlighting the difficulty studios face in scaling operations.
Financial performance across the industry is modest, with the majority of companies reporting annual profits of less than €100,000.
Market Analysis
Employment
Europe
Dutch Games Association
Jan 2015
Report
42 pages
Padres y Videojuegos Hoy: España 2014
In 2014, 84% of Spanish parents actively played video games and reported feeling equally or more technologically competent than their children.
40% of Spanish parents utilized video games as formal educational tools for their children.
More than 50% of surveyed parents maintained or increased their personal gaming time after becoming parents, primarily driven by the desire for shared family play.
Market Analysis
Player Demographics
Marketing
AEVI
Dec 2014
Report
16 pages
Faits Essentiels 2014
The 2014 Canadian video game industry landscape was analyzed through data from 90 domestic studios and a global consumer poll of 35,000 respondents.
Consumer behavior and market trends were derived from a 2014 NPD Group survey of 3,359 adults and 526 adolescents, maintaining a margin of error of ±2.19%.
Industry growth and shifts were benchmarked against a 2012 NPD study that surveyed 2,969 adults and 527 adolescents with a margin of error of ±1.5%.
Market Analysis
Player Demographics
North America
ESAC – Entertainment Software Association of Canada
Jan 2014
Report
8 pages
Dossier de Prensa: España 2014
AEVI was established in 2014 as the unified industry body representing companies controlling over 90% of Spain’s video game distribution market, including major publishers like Sony, Nintendo, Microsoft, and Ubisoft.
Spain is a top-five European and top-ten global gaming market with 19 million players, generating €762 million in total consumer spending during 2013.
The 2013 market revenue comprised €401 million in software, €275 million in hardware, and €86 million in accessories, with physical sales declines slowing to 7%.
Market Analysis
Investment
Marketing
AEVI
Jan 2014
Report
16 pages
Essential Facts 2014: Canada
Canada’s video game sector directly employs 16,500 people, representing 27,000 full-time equivalent jobs.
The industry contributed $2.3 billion to Canada’s GDP and generated $1.6 billion in direct spending, marking a 12.5% increase since 2011.
Employment in the sector grew by 5% between 2011 and 2013, with 40% of firms projecting a 25% staff expansion within two years.
Market Analysis
Player Demographics
Salary
+1
ESAC – Entertainment Software Association of Canada
Jan 2014
Report
60 pages
Canada's Video Game Industry in 2013: Final Report
Canadian video-game firms rate tax credits as highly effective, awarding them an average satisfaction score of 4.4/5.
The tax-credit regime is a primary driver of industry expansion, with 40% of firms projecting revenue growth exceeding 25% in the coming year.
Tax incentives are most effective at creating project opportunities, which received an impact score of 4.0/5, followed by strong benefits for employee retention and industry visibility.
Market Analysis
Employment
Salary
+1
ESAC – Entertainment Software Association of Canada
Jul 2013
Report
3 pages
Essential Facts About the Computer and Video Game Industry: 2013
The U.S. computer and video game industry generated $21.53 billion in total revenue during 2013.
Consumer spending on game content reached $15.39 billion, representing the largest portion of total industry revenue.
Digital format sales experienced an 11 percent year-over-year growth rate in 2013.
Market Analysis
Player Demographics
Player Behavior
+2
Entertainment Software Association
Jan 2013
Report
19 pages
Faits Essentiels 2013 : Canada
Canada is the world's third-largest video game developer and leads globally on a per-capita basis, with the industry contributing $2.3 billion annually to the national economy.
The sector employs over 16,500 full-time workers across 329 studios, with 68% of that workforce concentrated in the 12% of firms classified as large studios.
Quebec is the industry hub with 8,750 employees, followed by British Columbia with 5,150, while Ontario’s market is defined by a high density of micro-studios focused on mobile and casual gaming.
Market Analysis
Employment
North America
ESAC – Entertainment Software Association of Canada
Jan 2013
Report
18 pages
Essential Facts 2012: Canada
The Canadian video game industry contributed $1.7 billion to the economy in 2011 and supports approximately 16,000 direct jobs across 348 companies.
Gaming is a mainstream activity in Canada with an average player age of 31, and 90% of children and teens identifying as gamers.
While 68% of industry labor remains focused on console development, mobile gaming has surged, with 25% of Canadians now citing mobile as their primary gaming platform.
Market Analysis
Player Demographics
North America
ESAC – Entertainment Software Association of Canada
Jan 2012
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