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Report
10 pages
Deconstructing the Superstars: The Metrics Behind Hyper-Casual Games 2020 Industry Snapshot
A Day 1 retention rate of 40% serves as the critical threshold for commercial viability, with titles failing to meet this benchmark requiring immediate iteration or abandonment.
European markets lead global engagement, with France, Germany, Italy, and the Netherlands achieving a 49% Day 1 retention rate.
Japan exhibits the highest average playtime at 63 minutes, significantly outperforming the United States at 43 minutes and China at 27 minutes.
Market Analysis
Player Behavior
Monetization
+3
GameIntel
Jan 2021
Report
21 pages
Newzoo's Generations Report: How Different Generations Engage with Games 2021
Gaming has become the primary leisure activity for Gen Z and Millennials, who spend more time playing games than engaging with social media or streaming video content.
The 2021 survey of 72,068 respondents across 33 global markets confirms that the share of leisure time dedicated to gaming increases progressively with each younger generation.
Younger players are primarily motivated by competition, social interaction, and creative achievement, driving high engagement with multiplayer, sandbox, and social platforms like Fortnite and Roblox.
Market Analysis
Player Demographics
Player Behavior
+1
Newzoo
Jan 2021
Report
36 pages
The State of App Engagement 2021: An Analysis of Key Global App Usage Trends in 2021
Monthly active users for the top 500 apps grew at a compound annual growth rate of 12 to 14 percent between 2018 and 2021, with the average top app adding 10 million users annually.
While pandemic-driven engagement spikes normalized by Q2 2021, overall usage metrics across iOS and Android remain higher than pre-pandemic levels.
Mid-core gaming genres like Strategy and RPG command the highest engagement, with users averaging one hour of play per day and showing a strong correlation between time spent and revenue per download.
Market Analysis
Retention
Player Behavior
+2
Sensor Tower
Jan 2021
Report
1 pages
Survey on Games and Daily Life: Japan
The study, conducted in February 2021, aimed to analyze the intersection of gaming and daily life to inform strategies for mitigating gaming disorder.
Research was led by Professor Akira Sakamoto of the Social Psychology Laboratory at Ochanomizu University with endorsement from the Japan eSports Union (JeSU).
The survey targeted three distinct demographics: active professional gamers, students in specialized esports academies, and the general gaming public.
Player Demographics
Player Behavior
Market Analysis
+1
CESA – Computer Entertainment Supplier's Association
Jan 2021
Report
24 pages
Games Marketing Insights 2021
New gamers who entered the market after the COVID-19 outbreak are spending more on in-game purchases monthly than veteran players, who have actually reduced their spending despite increased engagement.
Mobile marketing is increasingly reliant on brand familiarity, as less than 25% of players in Western markets are willing to try games they have not heard of before.
Live-streaming platforms experienced record growth during the pandemic, with Facebook Gaming reaching over one billion hours watched in Q3 2020.
Market Analysis
Player Behavior
Monetization
+1
Meta
Jan 2021
Report
39 pages
The Gaming Playbook: Everything You Need to Know About the Gaming Audience
As of 2020, 86% of internet users across 15 global markets engage in gaming, with mobile platforms driving significant demographic expansion among women, families, and adults aged 55 to 64.
Revenue models have shifted toward digital-first ecosystems, where in-game microtransactions and downloadable content serve as the primary financial engines, particularly among high-spending Gen Z and millennial male players.
Esports followers represent a highly receptive audience for advertising, with nearly 50% viewing brand sponsorships as a natural fit and 40% actively supporting brands that invest in their favorite teams.
Market Analysis
Player Demographics
Player Behavior
+1
GWI
Jan 2021
Report
19 pages
The Modern Mobile Gamer: 2021 Gen Z Edition
Mobile is the dominant gaming platform for Gen Z, with 86% of the demographic using smartphones for gaming compared to only 42% who use consoles.
Rewarded advertising is the most effective engagement strategy for this group, with 54% preferring rewarded ads and 53% engaging with them, significantly outperforming Instagram (38%) and TikTok (23%).
The COVID-19 pandemic significantly accelerated mobile gaming adoption, with 71% of Gen Z respondents reporting increased mobile gameplay during 2020.
Player Demographics
Player Behavior
Monetization
+2
Tapjoy
Jan 2021
Report
31 pages
2020 Global Games Market Report
The global games market generated $159.3 billion in 2020, a 9.3% year-on-year increase, with projections to exceed $200 billion by 2023.
Mobile gaming is the industry's dominant segment, accounting for $77.2 billion or 48% of total global revenue.
The Asia-Pacific region is the primary market hub, generating $78.4 billion, while the Middle East and Africa represent the fastest-growing geographic regions.
Market Analysis
Market Forecast
Player Behavior
+1
Newzoo
Jan 2020
Report
33 pages
The Past, Present and Future of Games
The gaming industry is experiencing significant growth, evidenced by a 29% increase in PC game revenue and a 19.6% rise in mobile downloads in 2020, with total consumer spend projected to grow by 21% in 2023.
Gaming is increasingly defined by social integration, with 45% of U.S. gamers aged 10–30 utilizing social features during gameplay.
Streaming viewership has surged, as evidenced by a fivefold increase in hours watched on Twitch and YouTube between 2018 and 2019, led by dominant titles like Fortnite, League of Legends, and Genshin Impact.
Market Analysis
Player Behavior
Esports
+1
Newzoo
Jan 2020
Report
21 pages
Asia Spotlight Report: The Impact of COVID-19 on China’s Video Game Market in Q1 2020
China’s video game revenue grew by approximately 30% in Q1 2020 compared to Q1 2019, fueled by increased engagement during the Lunar New Year holiday.
Mobile and PC gaming saw significant spikes in both engagement and spending, with 97% of mobile gamers and 94.6% of PC gamers reporting increased play time.
Casual mobile games experienced a surge in popularity, recording 3 to 4 times their usual monthly visit volume during the lockdown period.
Market Analysis
Player Behavior
Niko Partners
Jan 2020
Report
34 pages
Global Market Trends: Mobile Gaming Benchmarks (H1 2019)
Mid-core genres like Strategy and Role Playing remain the primary revenue drivers, maintaining ARPPU levels of $25 and conversion rates four times higher than other categories.
In-app purchase revenue metrics, including ARPPU and ARPDAU, declined by 15-20% year-over-year in H1 2019, signaling an industry-wide pivot toward ad-based monetization.
Top-tier publishers now apply rigorous performance filtering, discarding 95% of projects that fail to achieve a 50% Day 1 retention rate.
Market Analysis
Monetization
Player Behavior
+2
GameAnalytics
Jun 2019
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
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
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
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
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
17 pages
¿Cómo Se Proyecta el Videojuego del Futuro?: España
Industry experts project that 100% of games will transition to online-only ecosystems by 2025, driven by the need for anti-piracy measures, improved matchmaking, and ubiquitous broadband.
Technological evolution through 2025 will shift from cloud-based distribution and motion-sensing controls toward immersive virtual reality, multisensory holographic interfaces, and voice-controlled navigation.
Casual players currently resist online gaming due to specific barriers, including slow internet connections, language obstacles, distrust of payment models, and a lack of interest in complex online modes.
Market Forecast
Player Demographics
Player Behavior
AEVI
Jan 2010
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