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Report
42 pages
For the Game: Data Fusion Sheds a New Light on Players
The global gaming market is projected to reach 3.5 billion players and generate over US$225 billion in revenue by 2025.
Brands that integrate value-add experiences like exclusive rewards or AR scavenger hunts achieve a 96% ad completion rate.
Gamer demographics show that 57% of players are female, with 40% of U.S. gamers citing social belonging as a primary motivation for play.
Market Analysis
Player Demographics
Player Behavior
+3
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
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
9 pages
Corporate Overhaul: Why Does CVC Play a Bigger Role Than Ever?
Corporate venture capital (CVC) has become the dominant force in gaming investment from 2020 to 2024, accounting for over half of all capital raised with $4.0 billion across 93 CVC-led deals.
Investment strategies have shifted toward co-investment models between CVCs and traditional VCs, which collectively raised $3.5 billion across 80 deals to spread risk and access high-profile startups.
Asian firms, specifically from South Korea and Japan, are the most active investors, completing 105 deals worth $1.8 billion and surpassing Western peers in total deal volume.
Market Analysis
Investment
Funding
+2
InvestGame
Presentation
41 pages
Game & Network Services Segment Presentation
Sony’s Game & Network Services segment has achieved a significant financial turnaround, growing from a $4 billion operating loss in 2000 to $13 billion in operating income by 2024.
Revenue is increasingly driven by services, the PlayStation Store, and peripherals, which now account for 52–54% of the segment's total revenue.
The PlayStation ecosystem has reached 124 million monthly active users, representing a 14% year-over-year increase, with a life-to-date spend of $846 per console.
Market Analysis
Global
Console
+3
Sony Interactive Entertainment
Report
12 pages
The Great Mobile Reversal: Why Buyers Pay Billions for What VCs Abandoned
Mobile gaming accounted for 61% of total gaming deal value (excluding ATVI) between 2020 and H1 2025, with strategic buyers and private equity firms driving nearly all deal volume in the first half of 2025.
Strategic consolidation has replaced VC-led growth, highlighted by $7 billion in mobile M&A activity across six major deals, including Af’s $12.7 billion acquisition of 2yga and Scopely’s $4.9 billion purchase of GamesGroup.
Venture capital interest has shifted heavily toward casual gaming, which now captures 65% of all deals due to its broader audience reach and faster iteration cycles.
Market Analysis
Mobile
Mergers & Acquisitions
+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
28 pages
Mobile Gaming by Genre: Hypercasual
Hypercasual revenue for the top 100 titles is projected to reach $690 million in 2025, a significant increase from $403 million in 2024.
H1 2025 performance for the top 100 hypercasual titles hit record highs of 5.48 billion downloads and $345 million in IAP revenue, doubling the figures from the same period in 2024.
Leading publishers like AZUR GAMES, Supersonic Studios, and Voodoo are shifting toward hybrid-casual models that blend traditional advertising with deeper IAP monetization to extend player engagement.
Market Analysis
Market Forecast
Monetization
+5
Gamesforum
Report
26 pages
Mobile Gaming: Casual
Casual mobile gaming is shifting toward higher revenue per user, with IAP revenue projected to grow from $16.8 billion to $22.9 billion by the end of 2025 despite a fluctuating download volume.
Market leaders demonstrate divergent monetization strategies: Royal Match ($540M) and Monopoly Go! ($431M) rely exclusively on IAPs, while Candy Crush Saga ($421M) successfully integrates advertising.
Playrix’s portfolio approach, utilizing a suite of titles like Township and Gardenscapes, generated a combined $554 million, proving the effectiveness of hybrid monetization and established franchise management.
Market Analysis
Monetization
Marketing
+3
Gamesforum
Report
23 pages
Mobile Gaming by Genre: Midcore
Midcore mobile gaming is experiencing a post-pandemic rebound, with Q1 2025 revenue and download figures exceeding 2024 levels.
Strategic rewarded video integration can significantly boost performance, as evidenced by Bytro Labs increasing ARPDAU by 32.9% and Day-3 iOS retention by 6.1%.
Midcore titles achieve higher eCPMs than casual games, with Bytro Labs reaching eCPMs of 23 on iOS and 25 on Android through optimized ad placement.
Market Analysis
Monetization
User Acquisition
+5
InvestGame
Report
11 pages
Enabling Growth: Cohort User Acquisition Financing
Mobile gaming is projected to grow at a 5.0% CAGR from 2020 to 2025, supported by a 16.2% increase in in-app advertising and AI-driven ad tech.
Cohort-based UA financing allows studios to fund up to 80% of monthly acquisition costs by leveraging future revenues, providing an alternative to scarce venture capital.
Studios utilizing cohort-based financing have demonstrated the ability to increase monthly marketing spend by 16–38% while maintaining founder control over equity and IP.
Market Analysis
Monetization
User Acquisition
+4
HPvX Partners
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
31 pages
The 2025 Benchmark Report: Roblox Platform Trends
Games with median session lengths under six minutes suffer from negligible Day-1 retention of approximately 6% and ARPPU below $1, while top-tier titles achieve ARPPU exceeding $6 with average transaction values of $3–$4.
The top 5% of Roblox games generate over $20 per day from a single player, demonstrating that sustained engagement is the primary driver of high-value monetization.
Platform discovery algorithms prioritize games with consistent 7-day spend and high engagement, causing low-engagement titles to fall below 5% Day-1 and 2% Day-7 retention.
Market Analysis
Player Behavior
Monetization
+3
InvestGame
Report
41 pages
PC/Console Gaming Index: 2025
Steam remains the dominant platform for PC/console gaming, generating approximately 450 million downloads year-to-date, which is nearly four times the volume of PlayStation.
Monetization strategies are platform-specific: 79% of Steam downloads and 83% of PlayStation downloads are premium, while 39% of Xbox downloads are free-to-play, largely driven by Game Pass.
Indie and AA developers drive the majority of the 262 million action-genre downloads, with indie titles accounting for 60% of total downloads on Steam.
Market Analysis
PC
Console
+3
Sensor Tower
Report
9 pages
The Rise of the Financial Kingmakers: Private Equity’s $21B+ Bet on Gaming
Private equity firms deployed over $21 billion into the gaming sector between 2018 and mid-2025, with annual deal values consistently surpassing $1 billion.
Control acquisitions represent the primary investment strategy, accounting for approximately 60% of total capital deployed in the sector.
Content creation studios holding strong IP portfolios are the most targeted assets, securing 42 of the 68 total private equity-led deals identified.
Market Analysis
Mergers & Acquisitions
Investment
+2
InvestGame
Report
15 pages
Gaming VC Trends: Q2 2025
Global gaming venture capital plummeted in Q2 2025, with total funding falling to $904.6 million, representing a 27.2% quarterly decline and a 47.6% drop year-over-year.
Median deal sizes increased by 19% to $5 million, while pre-money valuations surged 41.7% to $29.9 million year-to-date, signaling a shift toward higher-cost, later-stage investments.
Early-stage deal activity has hit a historic low, now accounting for only 61.1% of transactions, while late-stage and venture-growth rounds have consolidated to represent nearly 40% of the market.
Market Analysis
Investment
Funding
+1
PitchBook
Report
8 pages
The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA
Former Take-Two senior executives founded 23 startups between 2020 and 2025, securing $1.2 billion in capital across 43 deals.
Dream Games, a prominent alumni-led studio, achieved a $2.5 billion exit in July 2025, highlighting the high valuation potential of these ventures.
Alumni-led firms significantly outperform industry benchmarks, with a 60% rate of raising a second funding round within one year compared to the 20% industry average.
Market Analysis
Mobile
Investment
+2
InvestGame
Report
9 pages
Beyond the Game: How Gamification is Becoming Mainstream
Gamified non-gaming apps have surpassed mobile games in net revenue, generating $21.2 billion in Q2 2025 compared to $19.8 billion for games.
Gamified apps are driving a 24% year-over-year growth in mobile consumer spending, while traditional mobile gaming revenue has stagnated.
EdTech, Fitness & Wellness, and Entertainment & Social account for $20.7 billion in transaction value, with EdTech dominating deal volume (43%) and exit activity (45%).
Market Analysis
Monetization
Mergers & Acquisitions
+2
InvestGame
Report
90 pages
AI Eats the World
Hyperscaler capital expenditure is projected to reach $350 billion in 2025, nearly doubling 2024 levels as data-center investment outpaces office construction.
Silicon supply constraints at Nvidia and TSMC, combined with power and permitting limitations, represent the primary bottlenecks threatening to throttle AI growth.
Despite 800 million weekly active users, the paying-user base for AI models remains at approximately 5%, highlighting a significant gap in monetization.
Market Analysis
AI
Global
+1
Benedict Evans
Report
26 pages
Consumer Banking App Market and Advertising Trends 2025
Global consumer banking app downloads surpassed two billion by June 2025, with quarterly figures now exceeding half a billion.
Emerging markets are driving significant growth through apps like Nubank, Kotak Bank: 811, and BRImo, which facilitate branchless financial services.
Advertising strategies are highly localized, with YouTube capturing 63% of banking app impressions in Japan, while Facebook serves as the primary channel in South Korea and India.
Market Analysis
Advertising
Mobile
+2
Sensor Tower
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