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Report
1 pages
GDC x Appcharge DTC Report
Market Analysis
Game Publishing
Monetization
+1
InvestGame
Report
4 pages
Is There a Shift from Content to Tech Startups Among Gaming VCs?
Content creators and publishers remain the primary focus of gaming VC, accounting for over half of all capital deployed (approximately $1.76 billion) and the majority of deal volume across all stages.
Gaming-focused VC funds, including VENTURES, BEHOLD Venture, and Lightspeed Lvp., significantly increased their activity between 2020 and H1 2024, with capital deployed rising from $1.3 billion to over $2.4 billion.
The number of VC-led funding rounds grew substantially from 67 in early 2020 to 289 by H1 2024, reflecting an overall increase in investment activity.
Market Analysis
Investment
Funding
+3
InvestGame
Report
7 pages
Public Mobile Gaming Publishers: Resilience & Adaptation in a Shifting Landscape
Aggregate market capitalization for major mobile gaming publishers has plummeted by more than 50% since January 2022, with most stocks remaining below pre-IDFA valuation peaks.
User acquisition costs have surged to as high as $40 million per firm, while diminishing returns on these campaigns have compressed EBITDA margins and forced a shift toward cost control.
MTG outperformed the broader market with a 50%+ share price increase and 9% organic growth in Q4 2024, driven by disciplined M&A and operational efficiency.
Market Analysis
Game Publishing
Monetization
+3
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
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
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
Other
1 pages
Artifex Mundi
Artifex Mundi is a Polish game developer headquartered in Warsaw that is currently shifting its strategic focus from traditional hidden object and RPG titles toward free-to-play (F2P) mobile games.
The company has a sixteen-year history in the gaming industry and maintains a diverse portfolio that includes titles such as Unsolved, Bladebound, My Brother Rabbit, and the Enigmatis, Grim Legends, and Nightmares from the Deep series.
As a publicly traded entity, the company provides transparent financial reporting and investor relations support under the oversight of the District Court for the Capital City of Warsaw.
Game Development
Game Publishing
PC
+2
Artifex Mundi
Report
9 pages
Ubisoft Reports Third-Quarter 2025-26 Sales
Ubisoft reported nine-month net bookings of €1.11 billion, an 18% year-on-year increase, with third-quarter results of €338 million exceeding guidance by 12%.
Back-catalog sales grew 36% to €1.04 billion, driven by sustained demand for legacy titles and new releases like the Avatar: Frontiers of Pandora expansion and Assassin’s Creed Shadows.
The company maintains a consolidated cash position between €1.25 billion and €1.35 billion while undergoing a restructuring that includes 200 headcount reductions at its French headquarters.
Market Analysis
Game Publishing
Monetization
+1
Ubisoft
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
6 pages
GungHo Business Report Vol. 42
GungHo’s overseas sales ratio grew from 39.3% in 2022 to 47.7% in 2024, signaling a successful shift toward international market penetration.
Consolidated net sales decreased from ¥125.3 billion in 2022 to ¥103.6 billion in 2024, with operating profit declining from ¥27.9 billion to ¥17.5 billion over the same period.
The flagship title Puzzle & Dragons has surpassed 63 million global downloads since its 2012 launch and is preparing for a 13th-anniversary release in May 2025.
Game Publishing
Mobile
Console
+4
GungHo Online Entertainment
Report
2 pages
Ragnarok Online 3: Service to Begin in Japan
Gravity Co., Ltd. and studio DTDS will launch Ragnarok Online 3 in Japan on February 13, 2026, as a free-to-play MMORPG.
The title will be available across iOS, Android, and PC platforms, featuring in-game purchases and a business model focused on seasonal content updates.
GungHo Online Entertainment will publish the game, which retains core series elements like the job system and atmospheric design while introducing a modernized art style.
Game Publishing
Mobile
PC
+2
GungHo Online Entertainment
Report
40 pages
3Q FY2020 Presentation Material: Japan
Financial results for the third quarter of fiscal year 2020, covering the period from April to June 2020, aligned with initial forecasts.
The company successfully met its performance targets for the third quarter despite the operational challenges posed by the COVID-19 pandemic.
The Internet Advertisement Business segment maintained performance levels consistent with expectations throughout the April–June 2020 period.
Market Analysis
Game Publishing
Advertising
+3
CyberAgent
Report
44 pages
1Q FY2021 Presentation Material
The internet advertisement and media business achieved record-high sales during the first quarter of fiscal year 2021.
The reported financial results cover the period from October 2020 through December 2020.
Performance in the ads and media sector served as a primary driver for the company's quarterly results.
Market Analysis
Advertising
Game Publishing
+2
CyberAgent
Report
43 pages
3Q FY2022 Presentation Material: Japan
Game sales for the period of April to June 2022 declined compared to the peak performance of titles released in the previous year.
The company's financial results for 3Q FY2022 are subject to potential material differences from initial forecasts due to various underlying assumptions.
The report outlines performance metrics across three primary segments: quarterly results, the internet advertisement business, and medium to long-term strategy for FY2022.
Market Analysis
Advertising
Game Publishing
+2
CyberAgent
Report
41 pages
Presentation Material: Q1 FY2026
The provided report content for Q1 FY2026 covers the period of October through December 2025.
The document outlines performance metrics specifically for the company's Internet Advertisement Business.
Management explicitly notes that actual financial results may differ materially from the provided earnings forecasts due to inherent risks and uncertainties.
Market Analysis
Game Publishing
Monetization
+2
CyberAgent
Report
1 pages
Financial Report for First Two Quarters: Fiscal 2026
Bushiroad Inc. reported strong growth for the first two quarters of fiscal 2026 (July 1–December 31, 2025), with net sales rising 8.2% to ¥27,839 million and operating profit surging 68.5% to ¥2,908 million.
Profit attributable to owners of the parent company more than doubled, increasing 107.4% to ¥2,577 million compared to the same period in fiscal 2025.
Earnings per diluted share reached ¥19.00, bolstered by improved profitability and a 2-for-1 share split implemented on October 1, 2025.
Market Analysis
Investment
Japan
+1
Bushiroad
Report
1 pages
Financial Highlights: 1st Quarter of Fiscal Year Ending March 2013
Tecmo Koei Holdings experienced a significant financial downturn in Q1 FY2013, with net sales falling 12.7% year-over-year to ¥35,525 million and operating income plummeting 92.8% to ¥5,758 million.
The core Game Software segment, the company's primary revenue driver, saw a 19.2% decline in sales and an 84.5% collapse in operating income.
Online & Mobile operations underperformed, recording a 10.0% drop in sales and a 17.6% decrease in operating income.
Investment
Market Analysis
Game Publishing
+1
Koei Tecmo
Report
2 pages
Financial Highlights: 1st Quarter of the Fiscal Year Ending March 2016
Koei Tecmo reported a strong Q1 fiscal 2016, with net income surging 49.3% to ¥9.4 billion and net sales rising 7.9% to ¥37.8 billion.
Operating income grew 46.8% to ¥9.7 billion, driven by a 314% increase in game software segment profitability and a 48% gain in pachislot & pachinko.
The online & mobile segment experienced a 2.9% decline in sales and a significant 55.8% drop in operating income, while media & rights saw an 89% decline in operating income despite a 12.5% revenue increase.
Market Analysis
Investment
Japan
+1
Koei Tecmo
Report
2 pages
Financial Highlights: 1st Quarter of the Fiscal Year Ending March 2017
KOEI TECMO Holdings reported a 12.9% year-over-year increase in net sales to ¥38,332 million for the first quarter ending June 30, 2016.
Operating income surged 70.6% to ¥11,069 million, with the entertainment division serving as the primary driver by contributing 89.5% of this total gain.
Net income declined 46.7% to ¥10,855 million, primarily attributed to a 58.6% drop in income before taxes and minority interests.
Market Analysis
Game Publishing
Investment
+1
Koei Tecmo
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