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Report
18 pages
Faits Essentiels 2012: Profil de l'industrie canadienne du jeu vidéo
The Canadian video game industry contributes $1.7 billion to the economy and supports 16,000 direct jobs across 348 companies, ranking Canada third globally in industry employment.
Industry growth is accelerating, with an 11% increase between 2009 and 2010 and a projected 17% growth rate for the 2011-2012 period.
The sector provides high-value employment with an average annual salary of $62,000, which is more than double the Canadian national average.
Market Analysis
Player Demographics
Employment
+1
ESAC – Entertainment Software Association of Canada
Jan 2012
Report
100 pages
Gamesmonitor '12: Gamesindustrie Onderzocht
The rise of casual games on smartphones and tablets has brought the gaming industry into the mainstream spotlight.
Titles such as Wordfeud and Angry Birds have been primary drivers of this increased industry visibility.
Casual gaming has enabled users to integrate computer games into their daily routines at any time of day.
Market Analysis
Mobile
Europe
Dutch Games Association
Jan 2012
Report
7 pages
European Online Game Survey 2012
58% of surveyed European studios have worked on a Massive Multiplayer Online Game (MMOG) within their three most recent projects, signaling a strong industry focus on the genre.
Nearly 50% of European game studios are small-to-medium enterprises employing fewer than 10 people.
Developers are increasingly adopting peer-to-peer architectures and in-game graphical insertion technology to integrate social features without the need for expensive central server infrastructure or extensive code modifications.
Market Analysis
Player Behavior
Europe
European Games Developer Federation
Jan 2012
Report
9 pages
Observatorio de Piratería y Hábitos de Consumo de Contenidos Digitales: Primer Semestre de 2011
In the first half of 2011, the value of pirated digital content in Spain reached €5.229 billion, which is nearly four times the size of the €1.538 billion legal market.
The weighted average piracy rate for digital content in Spain rose to 77.3% during the first half of 2011, representing a 0.4% year-on-year increase.
Music piracy accounted for the largest share of losses at €2.746 billion, followed by films at €1.402 billion, books at €0.793 billion, and video games at €0.288 billion.
Market Analysis
Player Behavior
International Data Corporation
Nov 2011
Report
21 pages
El Videojugador Español: Perfil, Hábitos e Inquietudes de Nuestros Gamers
Spain is the fourth-largest video game market in Europe, generating over €1.245 billion in sales during 2010.
Gaming penetration among Spanish adults stands at 24%, with the 7–34 age demographic representing 45.3% of the population.
The typical Spanish gamer is 32 years old, with women comprising 40% of the player base aged 15 and older.
Market Analysis
Player Demographics
Player Behavior
AEVI
Sept 2011
Report
27 pages
Observatorio de Piratería y Hábitos de Consumo de Contenidos Digitales: España
In the first half of 2011, digital piracy in Spain reached a total value of €5.23 billion, which is nearly four times the €1.54 billion generated by legitimate market sales.
Music piracy is the most severe sector, with a 98.2% piracy rate accounting for €2.75 billion in lost potential revenue.
Film piracy accounts for 73.9% of the market, representing a value of €1.40 billion in illicit consumption.
Market Analysis
Player Behavior
IDC España
Jan 2011
Report
19 pages
Faits Essentiels 2011 sur le Secteur Canadien des Jeux Vidéo et Informatiques
Canada’s video game industry generated C$1.7 billion in direct economic impact in 2011, ranking third globally in revenue and first in jobs per capita.
The sector employed approximately 16,000 workers across 350 firms, with an 11% growth rate over the previous two years and a projected 17% increase for the following two.
Quebec serves as the industry hub with 8,236 employees and C$733 million in spending, while Ontario exhibits the fastest growth trajectory at 20–21%.
Market Analysis
Salary
Player Demographics
+1
ESAC – Entertainment Software Association of Canada
Jan 2011
Report
19 pages
Essential Facts: About the Canadian Computer and Video Game Industry
The Canadian video game industry employs approximately 16,000 people across 350 firms, generating $1.7 billion in direct economic impact as of 2011.
The sector experienced 11% growth over the previous two years and is projected to expand by an additional 17% in the next two-year horizon.
Quebec serves as the primary industry hub with 8,236 employees and $733 million in spending, while Ontario shows the highest growth potential with a projected 21% expansion.
Market Analysis
Employment
North America
ESAC – Entertainment Software Association of Canada
Jan 2011
Report
69 pages
Informe de Resultados: Cómo se proyecta el videojuego del futuro
Approximately 68% of all game sales are projected to transition to virtual stores or server-based platforms, effectively phasing out physical distribution.
Immersive virtual reality is identified as the primary technological driver for the industry through the 2020-25 period.
Network latency is a critical barrier for 53% of moderately hardcore gamers, necessitating a shift toward high-bandwidth, low-latency infrastructure to support immersive content.
Market Analysis
Player Demographics
AEVI
May 2010
Report
35 pages
Estudio aDeSe 2009: Usos y Hábitos de los Videojugadores Españoles
Personal computers are the primary gaming platform in Spain, with 58% of households reporting ownership compared to 35% for dedicated consoles.
The 2009 study surveyed a nationally representative sample of 4,254 residents aged fifteen and older, achieving a ±1.5% margin of error at a 95% confidence level.
Medium-sized municipalities with populations between 10,000 and 50,000 inhabitants represent the largest segment of the gaming population, accounting for 26% of total players.
Player Demographics
Market Analysis
AEVI
Nov 2009
Report
31 pages
Hábitos e Iniciación a los Videojuegos en Mayores de 35 Años: Diciembre de 2008
The study, conducted in December 2008, focuses on the gaming habits of individuals over 35 years old, a demographic segment that was increasingly relevant to the industry at that time.
The sample population is heavily concentrated in major urban centers, with 38.1% of respondents located in Madrid and 28.1% in Barcelona.
The research methodology utilized a structured questionnaire to gather data on gaming frequency, preferred genres, and purchasing behavior among the target age group.
Player Demographics
Market Analysis
Player Behavior
AEVI
Dec 2008
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