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
196 reports matching your filters
All Types
Reports
Articles
Presentations
Whitepapers
Financial
Legal
Other
Search
Game Development
Market Analysis
Europe
Investment
Game Publishing
Global
Employment
PC
Japan
Console
Mobile
Mergers & Acquisitions
AI
VR
Funding
Monetization
Game Engines
UK
Clear
Filters
1
Game Development
Recently added
Newest first
Oldest first
Title A–Z
Title Z–A
Report
6 pages
The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees
Between 2020 and 2024, 30 studios founded by former Activision Blizzard employees secured approximately $0.7 billion in venture capital across 45 funding rounds.
Ex-Activision studios demonstrate a 'first-round momentum' effect, being roughly four times more likely than peer startups to secure a second round of financing within the same calendar year.
Investor confidence in alumni teams peaked in 2021, when 43% of ex-Activision studios raised a subsequent round compared to only 9% of broader gaming startups.
Market Analysis
Game Development
Investment
+2
InvestGame
Report
19 pages
How Developers Are Using Generative AI to Create a New Generation of Games
Generative AI adoption is near-universal, with 97% of 615 surveyed developers believing it is transforming the industry and 90% already integrating it into their workflows.
AI agents are becoming a core development pillar, with 44% of developers using them for content optimization and 38% each for dynamic gameplay tuning and in-game coaching.
Player expectations are shifting rapidly, as 89% of developers report that gamers now explicitly demand smarter, more adaptive, and personalized gaming experiences.
Market Analysis
Game Development
AI
+1
InvestGame
Report
11 pages
Game Data: Building vs Buying
Building an in-house data pipeline for a studio with 5 million MAU costs approximately $50,000 per month, compared to $5,900 per month for a third-party solution like GameAnalytics’ PipelineIQ Pro.
Human capital is the primary cost driver for both approaches, accounting for 89% of the budget for in-house builds and 78% for vendor-managed pipelines.
Third-party solutions offer significantly faster deployment timelines, ranging from hours to days, whereas custom in-house pipelines typically require months to implement.
Game Development
Game Publishing
Market Analysis
+1
InvestGame
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
Report
20 pages
A Shortcut to Your Own Game Insights Platform
GameAnalytics provides a turnkey data pipeline that eliminates the need for custom ETL development, proprietary SDKs, and ongoing infrastructure maintenance.
The platform offers two primary data delivery methods: Player Warehouse for daily refreshed, SQL-ready event tables and Raw Export for real-time JSON streaming.
A publisher utilizing Raw Export achieved a 50% increase in lifetime value (LTV) across 19 titles, while a VR MMO leveraged Player Warehouse to improve player engagement.
Game Development
Monetization
Mobile
+1
InvestGame
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
Presentation
89 pages
Capital Markets Event 2025: Coffee Stain Group
Coffee Stain Group maintains strong financial health with a 34% net-sales CAGR to SEK 1.2 bn, a 44% cash EBIT margin, and 120% cash conversion.
The company holds SEK 472 m in cash reserves with zero external debt, providing significant flexibility for future M&A and capital allocation.
Ninety percent of net sales are generated by a core portfolio of flagship titles—Goat Simulator, Deep Rock Galactic, and Satisfactory—which consistently maintain review scores above 96%.
Investment
Market Analysis
Sweden
+3
Coffee Stain Group AB
Report
75 pages
Playing for the Planet: Untangling the Carbon Complexities of the Video Gaming Industry
Only 12 out of 222 surveyed gaming companies have committed to science-based carbon reduction targets, highlighting a significant industry-wide gap in formal climate accountability.
Scope 3 emissions—specifically purchased goods (Category 1) and the use of sold products (Category 11)—represent the dominant share of the industry's total carbon footprint.
Energy consumption during gameplay varies significantly by hardware, with current-generation consoles drawing 150–200W and PCs reaching up to 300W, compared to only a few watts for mobile devices.
Game Development
Game Publishing
Global
Playing for the Planet Alliance
Report
12 pages
The Rise and Reset of Sweden's $19B Gaming Capital Machine
Sweden’s gaming sector has matured into a $19 billion ecosystem comprising 1,100 companies, with Swedish developers producing five of Steam’s global top-10 bestsellers in 2024–25.
Swedish studios contribute approximately 20% of Steam’s projected 2025 gross revenue, cementing the country's status as a dominant global gaming hub.
M&A activity is highly concentrated, with three major deals—King ($5.9 billion), Mojang ($2.5 billion), and ESL ($1.05 billion)—accounting for 93% of the total transaction value.
Market Analysis
Investment
Funding
+3
InvestGame
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
Report
22 pages
The 2026 State of Web Gaming Report: A Study of Developer and Gamer Perceptions
Web gaming is a significant discovery channel: 62% of web gamers have downloaded or purchased a game after discovering it on the web, and 53% of developers see it as a means to reach new players.
Web gamers are highly engaged and valuable: 37% play multiple times per day, 86% play at least a few times a week, and 53% spend over $50 on gaming purchases monthly.
Developers are increasingly embracing web gaming, with 27% planning to port mobile games to browsers in the next 12 months, and 56% agreeing it's a growing channel.
Market Analysis
Game Development
Player Behavior
+1
Poki
Jun 2026
Presentation
16 pages
AI in MTG: Moving Beyond Theory
Adopting an 'AI-first' development approach enabled the launch of five new mobile games in 2026, facilitating rapid iteration and simultaneous production of specialized content.
AI integration has achieved significant operational efficiencies, including a 99% reduction in marketing asset costs and an 80% time saving on influencer spotlight production.
Data analysis turnaround times have been reduced by 75% by utilizing AI agents to query large-scale datasets, allowing analysts to focus on high-level strategy.
AI
Game Development
Midcore
+2
Modern Times Group
Report
6 pages
CESA Game Industry Report 2025: Launch Seminar Report
The Japanese government has set a strategic target to reach 20 trillion yen in overseas content industry sales by 2033.
Approximately 50% of domestic game companies have integrated generative AI into their internal development pipelines.
Industry adoption of generative AI remains bifurcated, with high usage in production workflows but a cautious, risk-averse approach toward AI-generated content delivered to end-users.
Market Analysis
Japan
Game Development
CESA – Computer Entertainment Supplier's Association
Report
9 pages
ESG Fact Sheet: FY 2023/24
Embracer Group has committed to a 45% reduction in total carbon emissions by 2030, using the 2021/22 financial year as its baseline.
The company reported total greenhouse gas emissions of 687,102 tCO2e for the 2022/23 financial year.
Female representation across the organization stands at 26%, with a board-level mandate to double the number of female managing directors and studio heads by 2025.
Game Development
Game Publishing
Mobile
+3
Embracer Group
Report
3 pages
Modern Slavery Statement
Everplay employs approximately 370 staff across the UK, Ireland, Germany, the USA, and Canada, operating a business model focused on intellectual property and digital services.
The company mandates that all new and renewing contracts include specific anti-slavery compliance clauses, granting Everplay the right to terminate agreements for breaches.
While the overall risk profile is considered low, the company identifies third-party localization and quality assurance providers as the primary areas requiring heightened vigilance.
Game Publishing
Game Development
Global
+1
Everplay
Report
72 pages
Report of the Board of Directors and Financial Statements 2024: Finland
Remedy Entertainment Plc reported a significant improvement in operating profit, moving from a loss of EUR 28,627 thousand in 2023 to a loss of EUR 4,280 thousand in 2024.
Revenue increased substantially from EUR 33,932 thousand in 2023 to EUR 50,661 thousand in 2024.
The company's net loss for the financial year decreased from EUR 22,657 thousand in 2023 to EUR 3,596 thousand in 2024.
Market Analysis
Investment
Game Development
+1
Remedy Entertainment
Report
7 pages
Ubisoft announces a major organizational, operational and portfolio reset to reclaim creative leadership and restore sustainable growth
Ubisoft is restructuring into five genre-focused 'Creative Houses' to accelerate decision-making and specialize in Open World Adventures and GaaS-native experiences.
The company is discontinuing six titles and extending development timelines for seven others to meet new quality thresholds, resulting in a projected €330 million reduction in FY26 net bookings.
Financial projections for FY26 include negative non-IFRS EBIT, free cash flow between –€400 million and –€500 million, and a net debt increase to €150–250 million.
Game Development
Game Publishing
Investment
+1
Ubisoft
Report
3 pages
Summary of Questions and Answers: FY2017 2Q GREE Results Briefing
GREE expects Q3 operating income to decline due to increased fixed costs associated with a pipeline of seven new game releases scheduled for the second half of the fiscal year.
The company is shifting operations for select titles to Vietnam and improving marketing efficiency to stabilize coin-consumption revenue within its game segment.
New business ventures in virtual reality and video advertising are targeted to reach profitability by FY2019.
Market Analysis
Game Development
Monetization
+3
GREE
Report
2 pages
Summary of Main Questions and Answers at the FY2017 3Q GREE Results Briefing
GREE is prioritizing development efficiency by reusing game engines to shorten production timelines and reduce overall costs.
The company is shifting toward high-fidelity mobile gaming, aiming to replicate console-quality experiences on smartphones to drive long-term user loyalty.
GREE has increased its content readiness, with new titles now launching with two to three months of pre-prepared content.
Market Analysis
Game Development
Game Engines
+2
GREE
Report
4 pages
Summary of Main Questions and Answers at the FY2018 Third Quarter GREE Results Briefing: Japan
GREE is investing ¥10 billion into the VTuber market, with ¥4 billion allocated to creator support and ¥6 billion dedicated to advertising.
The company is leveraging its 3D rendering expertise to create synergies between VTuber content and VR technology to improve character interaction.
GREE’s international strategy focuses on a simultaneous or near-simultaneous global release schedule for Japanese IPs, exemplified by the North American launch of 'Is It Wrong to Try to Pick Up Girls in a Dungeon: Memoria Freese'.
Market Analysis
Investment
Game Development
+2
GREE
Previous
1
2
…
10
Next