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Report
36 pages
Asia Pacific Market Report 2025: Creating Opportunities for Video Games in Asia
Southeast Asia is the region's fastest-growing mobile-centric market, currently valued at $14.8 billion and driven by a demographic of 680 million residents under the age of 30.
Japan remains a global cultural powerhouse, with iconic franchises generating $215 billion in worldwide influence and $178.8 million in IP-specific revenue.
Esports in Southeast Asia is a significant economic driver, with projected revenue between $350 million and $380 million.
Market Analysis
Mobile
Asia
+2
GamesBeat
Report
3 pages
2026.02.20 Announcement regarding Candidates for Directors including Directors who are Audit and Supervisory Committee Members
NEXON Co., Ltd. will present a slate of six director candidates for approval at its 24th Annual General Meeting on March 25, 2026.
The board is retaining current executives Junghun Lee, Shiro Uemura, Patrick Söderlund, and Daehyun Kang to ensure leadership continuity.
New outside director appointments include Alexander Iosilevich, an investment-banking executive, and Kaoru Hattori, a partner at the law firm Nagashima Ohno & Tsunematsu.
Employment
Asia
Japan
+1
NEXON Co.
Report
11 pages
Consolidated Financial Statements: Q1 Fiscal Year 2026 (Japan)
Akatsuki Inc. experienced a sharp financial downturn in Q1 FY2025, with net sales falling 44% year-over-year to ¥2,313 million and operating losses widening to ¥1,698 million.
The core Games unit was the primary driver of the deficit, suffering a 52.3% decline in sales and recording an operating loss of ¥1,643 million.
Net loss attributable to parent shareholders increased significantly to ¥1,167 million, compared to a ¥271 million loss in the same period last year.
Investment
Mobile
Japan
+1
Akatsuki
Report
2 pages
Bushiroad Announces Bushiroad EXPO 2026
Bushiroad Inc. is expanding its global event series, Bushiroad EXPO 2026, to 20 regions worldwide.
The inaugural 2026 events will be held in Taipei, Bangkok, and Chicago.
The expo series will feature a diverse portfolio including trading card games, console titles, music, stage performances, anime content, and merchandise.
Marketing
Global
Asia
+2
Bushiroad
Report
1 pages
Financial Highlights: 3rd Quarter of Fiscal Year Ending March 2011
The company achieved a significant financial turnaround in Q3 FY2010, swinging from an operating loss of ¥1,842 million in the prior year to an operating profit of ¥641 million.
Net sales for the quarter reached ¥34,502 million, representing an 11.1% increase over the same period in FY2009, though this figure fell slightly short of the ¥36,500 million forecast.
Net income rebounded to ¥2,604 million, marking a 34.4% gain compared to the previous year's third quarter.
Market Analysis
Investment
Japan
+1
Koei Tecmo
Report
1 pages
Financial Highlights: 1st Half of FY2013
Tecmo Koei Holdings reported a 34.5% increase in net income to ¥554 million for the first half of FY2012, significantly outperforming the 7.7% growth forecast.
Operating income surged 26.0% to ¥897 million, driven primarily by strong rebounds in the Game Software and Pachislot & Pachinko business segments.
Despite a 1.0% decline in Game Software sales to ¥8,820 million, segment operating income jumped 69.1% to ¥869 million due to improved gross margins.
Market Analysis
Investment
Japan
+1
Koei Tecmo
Report
37 pages
Earnings Results: Q3 Fiscal Year Ending March 2026
For the nine-month period ending December 2025, consolidated net sales reached 202,991 million yen, representing a 1.7% decrease compared to the same period in the previous fiscal year.
Quarterly performance for the October–December 2025 period mirrored the nine-month trend, with net sales of 69,058 million yen, also reflecting a 1.7% year-over-year decline.
The absolute decline in net sales for the nine-month period amounted to 3,595 million yen compared to the 206,587 million yen recorded in the same period of the previous fiscal year.
Market Analysis
Investment
Japan
+1
Kadokawa Corporation
Report
3 pages
職員募集(契約職員・業務委託パートナー):人材育成
The Computer Entertainment Society (CESA) is hiring contract personnel and outsourced partners to lead human-resource development and creator training programs within the Japanese video-game industry.
Core responsibilities include facilitating game-based curricula in schools, managing government relations, conducting industry research, and overseeing communications for commissioned projects.
Candidates must have at least five years of professional experience, with preference given to those with backgrounds in government liaison work, project management, or educational certification.
Employment
Salary
Game Development
+2
CESA – Computer Entertainment Supplier's Association
Feb 2026
Report
4 pages
Top Game Creators Academy: 入学式/懇親会を開催しました
The Top Game Creators Academy (TGCA) launched on 25 April 2025 to develop globally competitive original IP through a two-year intensive mentorship program.
The cohort consists of 10 teams—5 groups and 5 individuals—supported by a network of 35 advisors, including 16 specialty experts and 9 business consultants.
Mentorship is provided by industry leaders from major studios, specifically Bandai Namco, Capcom, and Square Enix.
Game Development
Funding
Employment
+2
CESA – Computer Entertainment Supplier's Association
May 2025
Report
3 pages
Asian & MENA Markets: 2025 Half-Year Report
China remains the dominant regional market with projected 2025 revenues of $51.2 billion, supported by a 4.1% year-over-year increase and a 24% rise in government game approvals.
India is the fastest-growing market, projected to exceed $1 billion in 2025 with 16.2% year-over-year growth following the PROG Act's shift toward traditional gaming and esports.
The MENA-3 region (Saudi Arabia, UAE, and Egypt) has a revised growth forecast of 6.4%, as economic challenges in Egypt and slowing mobile growth in Saudi Arabia temper the impact of government-led localization efforts.
Market Analysis
Market Forecast
Asia
+1
Niko Partners
Jan 2025
Report
7 pages
10 Major Trends to Watch in Asia & MENA
Asia and MENA are the primary engines of global gaming growth, driven by a mobile-first audience and a rising middle class with increased discretionary income.
Government-backed investments in Saudi Arabia and the UAE are rapidly establishing these nations as central hubs for international esports and game development infrastructure.
Market success in these regions now requires hyper-localization and the adoption of innovative payment ecosystems that bypass traditional storefront limitations.
Market Analysis
Player Demographics
Asia
+2
Niko Partners
Jan 2025
Report
9 pages
Longitudinal Survey Report on Gaming Disorder: Japan
Increased weekly gaming hours serve as a significant predictor for higher gaming disorder scores, with standardized coefficients of .12 for elementary students and .11 for middle-school students.
Gaming hours and daily-life problems, such as disruptions to sleep and meals, create a negative feedback loop where each factor mutually reinforces the other.
Gaming disorder symptoms do not appear to influence or increase future weekly play time, suggesting that excessive play is the primary driver of disorder rather than a consequence of it.
Player Behavior
Player Demographics
Japan
+1
CESA – Computer Entertainment Supplier's Association
Jan 2024
Report
3 pages
NHK Enterprise's 'Kami-Ge Creator Evolution' Succeeds Japan Game Awards 'Amateur' and 'U18' Divisions
NHK Enterprise has integrated the Japan Game Awards’ Amateur and U18 divisions into its 'Kami-Ge Creator Evolution' contest, effective from 2024.
The 2024 competition timeline spans from February 1 to a final event in December, featuring a multi-stage evaluation process including video submissions in July and game submissions in October.
The contest is open to all applicants regardless of age, nationality, or organizational status, with specific categories for general amateur creators and those aged 18 or younger.
Game Development
Employment
UGC
+2
CESA – Computer Entertainment Supplier's Association
May 2023
Report
15 pages
Five Key Mobile Game Genres in Asia and MENA
RPG titles are the dominant market force, generating 50% more revenue than the other four top genres combined and achieving the highest monetization score of 7.7.
Puzzle games command the largest download volume and highest engagement score of 6.0, though they suffer from low monetization and minimal esports relevance.
Battle Royale games lead the market in esports influence with a score of 9.5, despite generating the lowest total revenue among the five genres.
Market Analysis
Mobile
Asia
+1
Niko Partners
Jan 2023
Report
23 pages
Peak Play: Trends in East Asian Videogame Streaming H1 2023
Competitive esports, specifically MOBA and Battle Royale titles, drive over 50% of total viewership in the East Asian streaming market.
Honor of Kings remains the dominant force in China with 5.67 billion views, while VALORANT and Apex Legends lead in Japan and Korea with over 100 million hours watched each.
Key Opinion Leaders and VTubers are significant market drivers, contributing up to 15% of total viewership for major titles and successfully revitalizing older games.
Streaming
Market Analysis
Esports
+1
Niko Partners
Jan 2023
Report
14 pages
Female Gamers in Asia: Version for Women in Games Asia Panel
Female gamers in Asia represent 35% of the region's 1.46 billion total gamers, with a year-over-year growth rate of 7.6% that outpaces the 5.0% growth of the general gaming population.
In 2021, female gamer spending on mobile titles reached $13.07 billion in China and $5.52 billion across the Asia-10, while PC spending reached $9.70 billion and $3.93 billion respectively.
Mobile is the primary platform for this demographic, with 95% of female gamers playing on mobile devices, compared to 60% on PC and 17% on consoles.
Player Demographics
Market Analysis
Diversity & Inclusion
+1
Niko Partners
Oct 2022
Report
26 pages
Mobile Game Genre Report: Puzzle Games
The global mobile puzzle game market generated $6.9 billion in 2020, with the United States leading at $2.0 billion, followed by Japan at $1.2 billion and China at $0.9 billion.
Puzzle games account for 8% of total mobile game revenue and represent the most popular genre across the United States, United Kingdom, Japan, and South Korea.
Western markets favor casual experiences and in-app advertising (IAA), whereas Eastern markets demonstrate a higher propensity for in-app purchases (IAP) and complex mechanics like gacha systems.
Market Analysis
Monetization
Mobile
+3
Newzoo & Pangle
Aug 2021
Report
30 pages
Mobile Game Genre Report: Comparing & Contrasting Eastern and Western Markets
Role-playing games (RPGs) dominated the 2020 mobile market with $18.5 billion in revenue, representing over 21% of the global market share.
East Asian markets (China, Japan, and South Korea) drive RPG financial performance, accounting for 72% of the genre's total global earnings.
Successful RPG monetization is shifting toward hybrid models, as 83% of players are receptive to opt-in rewarded video ads alongside traditional gacha mechanics and battle passes.
Market Analysis
Mobile
RPG
+1
Newzoo
Jan 2021
Report
78 pages
The State of Mobile Gaming 2021: U.S., Europe, and Asia
The global mobile gaming market reached $22 billion in quarterly consumer spending by early 2021, marking a 25% year-over-year increase.
The industry is projected to reach $117 billion in consumer spending and 67.2 billion annual downloads by 2023.
Monetization is highly concentrated, with the top five global markets accounting for 77% of total spending and the freemium model generating 99% of App Store revenue.
Market Analysis
Mobile
Battle Royale
+4
Sensor Tower
Jan 2021
Report
78 pages
The State of Mobile Gaming: An Analysis of Mobile Gaming Market Trends and Top Titles in the U.S., Europe, and Asia
The mobile gaming market is bifurcated between mature markets like the U.S., Japan, and China, which generate the bulk of global revenue, and emerging regions like India and Brazil, which drive the majority of download volume.
Hyper-casual games are the fastest-growing segment, surging from 757 million installs in Q1 2018 to over 3.4 billion in Q1 2021, representing more than 30% of all mobile downloads.
Freemium models are the industry standard, accounting for 99% of App Store revenue, while subscription models remain a minority, utilized by only 29% of top U.S. games.
Market Analysis
Mobile
North America
+2
Sensor Tower
Jan 2021
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