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Game Design
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Report
23 pages
Game Analytics 100: The Retention Curve
Mobile game retention follows a predictable power-law curve, modeled as r(n)=a*n^b, which allows analysts to forecast long-term player behavior using only day-1, day-3, and day-7 cohort data.
Fitting retention curves enables precise lifetime value (LTV) projections; for example, an average revenue of $1.00 per daily active user results in an LTV90 of 7.65 and an LTV180 of 10.17.
Analysts can derive the initial retention level (a) and decay exponent (b) by applying the LINEST function to logged cohort values in Excel, yielding representative curves such as r(n)=0.396*n^-0.472.
Retention
Game Design
Game Development
+2
East Side Games
Whitepaper
10 pages
Your Data Tracking Plan: A Step-by-Step Guide for GameAnalytics
Establish a structured tracking plan by aligning business objectives and player behavior questions with seven predefined event categories: Session, Business, Resource, Progression, Error, Ads, and Impression.
Limit custom events to a maximum of 50 unique identifiers to maintain data integrity and prevent system clutter.
Adopt a consistent Category > Sub-Action naming framework to ensure clarity and prevent redundant or misleading data collection.
Game Development
Quality Assurance
Game Design
+1
GameAnalytics
Whitepaper
41 pages
What Good Are AI NPCs?: Lessons from a Large-scale Player Study
Generative AI NPCs drive high player engagement, with 97% of participants reporting high immersion and 96% rating their overall enjoyment as high.
The integration of AI NPCs maintains a balance between agency and guidance, as evidenced by 80% of players achieving top scores for play engrossment and 90% praising the creative freedom of the open-ended design.
Cognitive load remains manageable during AI-driven interactions, with participants reporting NASA-TLX mental demand scores of 64.7 and performance scores of 52.7.
AI
Game Design
Player Behavior
+2
University of Bristol
Presentation
18 pages
Gamer Motivation Profile: Empirical Research Methodology
The Gamer Motivation Profile categorizes player behavior into twelve distinct factors grouped into six thematic clusters: Action-Social, Mastery-Achievement, and Immersion-Creativity.
The model is built on a global dataset of over 1.25 million unique gamers, providing a statistically significant foundation for analyzing player engagement.
The participant demographic is 74% male, 22% female, and 3% non-binary, with a median age of 23 and a primary geographic concentration in North America (33%) and Western Europe (14%).
Market Analysis
Player Demographics
Player Behavior
+2
Quantic Foundry
Report
33 pages
The Future of Consumer Apps: How AI and Game Design Principles Are Reshaping Every Category
Non-gaming mobile app revenue is projected to reach $150 billion by 2030, with spending in this sector already surpassing traditional gaming apps as of 2025.
AI-driven gamification is the primary catalyst for revenue and engagement, with BITKRAFT forecasting at least five non-gaming consumer companies will exceed $10 billion valuations by 2035.
High-friction sectors are successfully using game mechanics to drive retention; for example, fintech platforms like StockGro use leaderboards and AI-personalized tutorials to convert financial discipline into instant gratification.
Market Analysis
AI
Game Design
+2
BITKRAFT Ventures
Mar 2026
Report
1 pages
Wojciech Ozimek: Profile and Expertise
Wojciech Ozimek has served as CEO of one2tribe for 11 years, overseeing the development of online games and services that have reached four million subscribers globally.
His professional focus centers on gamification and business-oriented game design, supported by his role as a senior consultant for the Cutter Consortium’s Business-IT Strategies and Enterprise Architecture teams.
Prior to one2tribe, Ozimek held leadership roles at Infovide, where he directed development and architecture for major clients including Nordea Bank Polska, Telekomunikacja Polska S.A., and Onet.pl.
Game Design
Mobile
Global
+1
11 bit studios
Report
45 pages
Why Chance-Based Mechanics Keep Us Hooked
Monopoly GO! generates $100 million to $125 million in monthly revenue by utilizing a 'saw-tooth' gameplay loop that alternates between resource depletion and sudden, event-driven recovery.
Player engagement is driven by the dopamine release associated with the anticipation of rewards rather than the intrinsic value of the prizes themselves.
Developers manipulate game probabilities to prioritize emotional impact over mathematical fairness, such as limiting low-tier prize outcomes to as little as 13%.
Monetization
Player Behavior
Game Design
+1
Sensor Tower
Jan 2026
Report
16 pages
Mobile Game Feature Impact Spotlight
Strategic feature selection, rather than exhaustive feature adoption, is the primary driver of commercial success across the top 1,000 mobile games globally.
In the hybridcasual segment, implementing in-app purchase (IAP) bundles correlates with a $1.77 increase in lifetime revenue per download.
Casual puzzle leaders like Royal Match and Candy Crush Saga maintain market dominance with lower feature density, proving that core gameplay often outweighs the addition of luxury elements like cinematic cutscenes.
Market Analysis
Global
Mobile
+1
Sensor Tower
Jun 2025
Report
88 pages
Genre and Great Games: Understanding Audiences and Designing Better Mobile Games
Strategy games deliver the highest lifetime value in mobile gaming, driven by battle passes—which are present in 92% of top-performing titles—and character or gear upgrades.
Strategy players, who make up 12–26% of the mobile base, prefer direct purchases over loot boxes and exhibit high retention when games feature live events, achievements, and daily rewards.
Puzzle games, which dominate North American and East Asian markets, attract a demographic that is approximately 70% female and 60% aged 35 or older, favoring short sessions for stress relief.
Game Design
Player Behavior
Market Analysis
+1
Facebook Gaming
Jan 2025
Report
32 pages
Hybrid Casual Games Playbook
Hybrid-casual games are outperforming hyper-casual titles, with 5 billion downloads in 2022 (a 3% increase) compared to a 15% decline in hyper-casual downloads.
Hybrid-casual games achieve significantly higher retention, with day-30 retention at 54% (vs. 42% for hyper-casual) and day-60 retention at 9% (vs. 1%).
Revenue is split evenly between ads and in-app purchases, with session lengths averaging 372 seconds, which is 160 seconds longer than hyper-casual benchmarks.
Market Analysis
Game Design
Monetization
+1
Sensor Tower
Jan 2025
Report
87 pages
Understanding Audiences and Designing Better Mobile Games
Genre is the primary driver of mobile-game discovery for 49% of players across nine major markets, outweighing both advertising and recommendations.
Strategy games generate the highest lifetime value and revenue per install due to dense monetization layers including loot-box bundles, consumable boosts, and limited-time offers.
Puzzle games, which attract a demographic that is approximately 70% female and 60% aged 35+, suffer from high churn because only 17–32% of players feel satisfied with current offerings.
Game Design
Player Behavior
Monetization
+1
Newzoo
Jan 2025
Report
4 pages
Top Game Creators Academy: Tokyo Game Show 2025 Exhibition
The Computer Entertainment Association, in partnership with the Agency for Cultural Affairs and the Japan Arts & Culture Promotion Agency, launched the Top Game Creators Academy (TGCA) in April 2025 to accelerate the development of next-generation talent.
The TGCA program utilizes a two-year pipeline structure that pairs emerging developers with active industry advisors to facilitate professional growth and global market entry.
Ten emerging developers are debuting work-in-progress titles at the Tokyo Game Show 2025 in Hall 10, representing diverse genres including 3D action, 2D puzzle platformers, horror, and rhythm-action.
Game Development
Employment
Japan
+3
CESA – Computer Entertainment Supplier's Association
Jan 2025
Report
119 pages
Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project
While 53% of Europeans play video games and the industry exceeds €25 billion in annual revenue, only 36% of surveyed teachers currently use games in the classroom, with 63% explicitly requesting more professional training.
Teachers who do integrate games report significant improvements in student motivation, problem-solving, and psychological capital, noting particular efficacy for special-needs, low-performing, and female students.
The primary barriers to adoption include a lack of curriculum-aligned titles, insufficient hardware and broadband infrastructure, and parental concerns regarding screen time and data privacy.
Educational
Europe
Game Design
+1
European Schoolnet
Nov 2024
Report
39 pages
Art Direction in Game Remakes: An Analysis of 7 Case Studies
Successful remakes prioritize the recreation of a game's original 'spirit' and atmospheric intent over simple increases in visual resolution.
Critical and fan reception serves as the primary metric for quality in modern remakes, often outweighing raw financial performance.
Developers achieve the highest success by rebuilding visual assets from scratch to leverage contemporary lighting and 3D environments, overcoming the technical constraints of original releases.
Market Analysis
Game Design
Game Development
+1
Room 8 Group
Jan 2024
Whitepaper
127 pages
Guide to Game Literacy: Improving Understanding of Games
Parental involvement is a critical determinant of healthy gaming habits, as 78.5% of adaptive gamers have informed parents compared to only 60.2% of those classified as problematic.
The UK gaming market is projected to grow from £4 billion in 2022 to £10 billion by 2030, with the national gamer population expected to reach 38.5 million by 2025.
A 2023 Korean survey indicates that 86% of adolescents play video games, with the user base segmented into 71% general users, 12% adaptive users, and 3% problematic users.
Player Behavior
Game Design
South Korea
K-GAMES – Korea Association of Game Industry
Jan 2024
Report
64 pages
Videojuegos en el Aula: Guía para un Aprendizaje Adecuado
Video games are effective pedagogical tools that improve cognitive functions like memory and problem-solving, with studies such as Parker & Thomsen (2019) linking game mechanics to measurable gains in literacy and clinical ADHD assessment.
The global games market now encompasses over three billion active players, including 70% of Europeans aged 6–24, providing a massive, accessible platform for cooperative and project-based learning.
Educational integration is most successful when educators use a continuum from free play to structured activities, utilizing titles like Minecraft and Assassin’s Creed Discovery Tour to support interdisciplinary curricula.
Educational
Europe
Game Design
European Schoolnet
Aug 2023
Report
33 pages
The Future of NPCs
99% of gamers view the integration of advanced AI into NPCs as a positive value add for the industry.
81% of players are willing to pay more for games that feature intelligent, AI-driven characters.
79% of gamers report an increased likelihood to purchase titles that incorporate advanced AI NPC capabilities.
AI
Player Behavior
Game Design
+1
Inworld AI
Jan 2023
Report
32 pages
Hybridcasual Games Playbook (2023)
Hybridcasual games reached 5 billion downloads in 2022, contrasting with a 15% decline in traditional hypercasual downloads between 2021 and 2022.
Hybridcasual titles achieve a 54% Day 1 retention rate and a 9% Day 60 retention rate, significantly outperforming traditional hypercasual benchmarks.
Average session lengths for top-tier hybridcasual games reach 372 seconds, which is 160 seconds longer than hypercasual industry benchmarks.
Market Analysis
Game Design
Game Development
+4
Sensor Tower
Jan 2023
Report
14 pages
Videojuegos en el aula
Video games are being integrated into over 1,000 Spanish schools as legitimate pedagogical tools to teach subjects ranging from mathematics and language to civic values and mental health.
The Spanish educational ecosystem utilizes a diverse portfolio of serious games, including Minecraft Education Edition, EduZland, BetterWorld, Planet Rescuers, Koral, Endling, and Teacher+.
Game-based learning in Spain is supported by a broad coalition of major global publishers, including Riot Games, Ubisoft, and Take-Two Interactive, alongside specialized university-based game schools.
Educational
Game Design
AEVI
Jan 2023
Report
14 pages
Games Can Be Good for the Mind: State of Mobile Games – Cognitive and Psychological Benefits
Mobile games can significantly enhance specific mental states, with some titles demonstrating larger effect sizes for improving focus and creativity than traditional interventions like guided meditation or journaling.
Rhythm and puzzle games, specifically Sound Sky and Colorize, produced large effect sizes for improving player focus and creativity.
The study, based on nearly 500 U.S. participants and 28 individual impact studies, confirms that personality traits—measured via the Big 5 Inventory—directly moderate the psychological benefits a player receives from gaming.
Player Behavior
Mobile
Global
+1
Skillprint
Jan 2022
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