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
135 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Marketing
Global
User Acquisition
Market Analysis
Mobile
Advertising
Creative Ads
Monetization
Game Publishing
PC
Game Development
Steam
Germany
AI
In-Game Advertising
Player Behavior
Game Design
Console
Clear
Filters
1
Marketing
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Report
15 pages
The African Mobile Apps Landscape (2021)
Between Q1 2020 and Q1 2021, mobile app installs across Nigeria, South Africa, and Kenya grew by 41%, with Nigeria leading the growth at 43%.
The gaming sector saw a 50% jump in installs during Q2 2020, while in-app advertising revenue for gaming surged by 167% between Q2 2020 and Q1 2021.
In-app purchasing revenue for gaming peaked in Q3 2020, contributing one-third of the total annual revenue.
Market Analysis
Marketing
User Acquisition
+2
AppsFlyer
Jan 2021
Report
30 pages
The State of Mobile Game Advertising: An Analysis of U.S. Mobile Game Advertising Trends in 2021
Mobile game advertising in the U.S. remained resilient through H1 2021, showing no immediate negative impact from the deprecation of IDFA.
Playable ads have become a dominant creative format, accounting for over 40 percent of the gaming share of voice on AppLovin.
Specialized ad networks like AppLovin, Chartboost, and Vungle maintain a gaming-focused inventory exceeding 90 percent share of voice, while platforms like Facebook, TikTok, and YouTube provide broader audience reach.
Marketing
Advertising
Mobile
+1
Sensor Tower
Jan 2021
Whitepaper
63 pages
White Paper on Global Mobile Games 2021
Rising acquisition costs and iOS privacy regulations triggered a 200% surge in ad creatives and a 34% year-over-year increase in CPMs on platforms like Meta.
The United States became the most expensive market for mobile advertising, reaching an average CPM of $28.18.
Total advertiser market growth slowed by 5% in 2021, forcing developers to prioritize data-driven optimization and regional targeting to protect ROI.
Market Analysis
Mobile
User Acquisition
+4
SocialPeta
Jan 2021
Report
30 pages
Mobile Ad Creative Report: August 2021
Mobile gaming ads in August 2021 shifted toward high-fidelity, narrative-driven content featuring real-world celebrity partnerships, such as Garena Free Fire’s collaboration with Dimitri Vegas & Like Mike and Call of Duty Mobile’s integration of Ozuna.
Top-performing creatives are increasingly moving away from pure gameplay footage in favor of cinematic storytelling, anniversary-themed promotions, and interactive elements like Buzzfeed-style quizzes.
Psychological triggers remain a core engagement strategy, with 'fail-state' ads—demonstrating a player losing a level—continuing to drive performance for titles like Royal Match and Evony.
Creative Ads
Marketing
Global
+1
Sensor Tower
Jan 2021
Presentation
54 pages
FY2020 Presentation Material
CyberAgent achieved record FY2020 performance with 478.5 billion yen in sales and 33.8 billion yen in operating profit, marking year-over-year growth of 5.5% and 9.9% respectively.
The Game business served as the primary growth engine, generating 155.8 billion yen in sales driven by legacy titles and the successful launch of Project SEKAI, which reached two million users in three weeks.
The Media segment, anchored by ABEMA, grew annual sales by 22.6% to 57 billion yen, supported by a cumulative base of over 59 million downloads.
Market Forecast
Marketing
Advertising
+1
CyberAgent
Oct 2020
Report
82 pages
Annual Report 2020
Games Workshop achieved record-breaking financial results for the 2019/20 fiscal year, with revenue rising 5.1% to £269.7 million and profit before tax reaching £89.4 million.
The trade segment now accounts for 52% of total revenue, supported by a significant increase in royalty income from video game and media licensing.
North America remains the company's largest market, contributing £104.8 million to total revenue despite pandemic-related operational disruptions.
Investment
Market Analysis
UK
+1
Games Workshop Group
Aug 2020
Report
14 pages
Rapport Annuel 2019 Entertainment
The Canadian video-game market remains robust, with a 2018 NPD Group survey identifying over 23 million regular gamers in Canada.
The Entertainment Software Association (ALD) successfully engaged 25 federal legislators and major industry players including Ubisoft, Nintendo, EA, and Xbox during the 'Jeux vidéo sur la Colline' event.
Lobbying efforts focused on securing tax-credit frameworks and innovation policies through direct dialogue with Minister Navdeep Bains and testimonies before parliamentary committees.
Market Analysis
Marketing
North America
ESAC – Entertainment Software Association of Canada
Jan 2019
Report
62 pages
MTG Corporate Responsibility Report 2015
MTG achieved a 96% compliance rate among 514 new hires across 38 nationalities regarding its unified code of conduct, anti-bribery, and whistle-blower policies.
Total carbon emissions increased by 13% since 2010, with business travel accounting for 61% of the company's total emissions footprint.
The company maintained a 95C rating on the Dow Jones Sustainability Index and a 95C CDP disclosure score for the third consecutive year.
Diversity & Inclusion
Marketing
Sweden
Modern Times Group
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
43 pages
MTG Corporate Responsibility Report 2014
Modern Times Group recorded net sales of SEK 16.7 billion in 2014, an increase from SEK 13.3 billion in 2012, though operating income declined due to investments in digital initiatives.
The company expanded its workforce to 4,186 full-time equivalents, representing 44 nationalities, while narrowing the gender pay gap to women earning 75% of men's salaries.
Governance and compliance were strengthened through a new corporate-responsibility advisory group, a sanctions-risk register, and an anti-bribery policy endorsed by 787 employees.
Marketing
Sweden
Modern Times Group
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
52 pages
MTG Corporate Responsibility Report 2011
MTG achieved a 16% total reduction in carbon emissions and office energy use by the end of 2011, resulting in a 6% decline in CO2 per employee compared to the 2009 baseline.
The company expanded its geographic footprint in 2011 by entering four African nations—Ghana, Uganda, Tanzania, and Kenya—and acquiring stakes in TV Prima, Darial TV, and Balkan Media Group.
MTG maintained a strong safety record with zero work-related accidents and an absenteeism rate of approximately 1% among its 3,031 employees.
Diversity & Inclusion
Marketing
Sweden
Modern Times Group
Jan 2011
Report
24 pages
MTG Corporate Responsibility Report 2010
MTG launched its first GRI-aligned corporate responsibility report in 2010, establishing a formal materiality analysis and crisis-support framework across all subsidiaries.
Philanthropic efforts leveraged media assets to donate 111 million SEK in airtime and raise over €58 million for global health and disaster relief campaigns.
Total greenhouse gas emissions rose 7% to 15,032 tonnes of CO2e in 2010, with business travel and facility energy as the primary drivers, leading to a new target of a 5% per-employee reduction by February 2012.
Marketing
Sweden
Modern Times Group
Jan 2010
Report
42 pages
MTG Corporate Responsibility Report 2009
MTG reported 2009 net sales of SEK 14.2 billion, though operating income resulted in a loss of SEK 1.4 billion and earnings per share fell to -30.86 SEK.
The company expanded its portfolio during the 2008-09 financial crisis by launching TV3 Puls, Prima COOL, and Viasat Hockey, alongside a major restructuring of Bulgarian assets.
Employee engagement remained high, with 86% of the 2,906-person workforce participating in the annual survey and 88% reporting enthusiasm for their work.
Marketing
Advertising
Employment
+1
Modern Times Group
Jan 2009
Report
13 pages
MTG Corporate Responsibility Report 2008
In 2008, MTG achieved strong financial growth with net sales of SEK 13.2 billion, an operating income of SEK 2.6 billion, and basic earnings per share of SEK 43.25.
MTG’s community engagement efforts in 2008 resulted in SEK 78 million worth of donated airtime and SEK 56 million raised for charitable causes.
The company maintained a workforce of 2,810 employees across 30 countries, with 35% female representation and a 22% staff turnover rate.
Marketing
Sweden
Modern Times Group
Jan 2008
Previous
1
2
3
4
5
6
7
Next