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137 reports matching your filters
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Report
49 pages
Essential Facts about Video Games in Italy: 2025
The Italian video game market generated €2.4 billion in 2025, with game sales accounting for 77 percent (€1.8 billion) of total revenue.
App-based gaming dominates the market, representing over half of total revenue with a freemium model where only one percent of earnings come from upfront purchases.
Smart devices are the primary revenue driver at €929 million, while console gaming accounts for €643 million, supported by an average of eight hours of gameplay per week across the population.
Market Analysis
Player Demographics
Player Behavior
+4
IIDEA – Italian Interactive Digital Entertainment Association
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
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
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
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
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
80 pages
PC & Console Gaming Report 2026
The PC and console market trajectory for 2026 is defined by shifting patterns in player attention and financial investment.
Player engagement and spending are increasingly concentrated, creating significant challenges for titles outside the top 20.
Market sustainability for developers depends on navigating the high levels of concentration that characterize the current industry landscape.
Market Analysis
Monetization
Player Behavior
+3
Newzoo
Apr 2026
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
2 pages
Financial Highlights for the 3rd Quarter of the Fiscal Year Ending March 2014: Japan
Net income for Q3 of the fiscal year ending March 2014 surged 90.8% to ¥5,656 million, significantly outperforming the company's initial growth forecasts.
Total net sales rose 15.2% to ¥34,639 million, while operating income increased 43.5% to ¥6,208 million, driven by strong execution across core business segments.
Game Software remains the primary revenue driver, contributing ¥23,718 million in sales and ¥6,229 million in operating income.
Market Analysis
Investment
Japan
+2
Koei Tecmo
Report
6 pages
FY2025 Third Quarter Financial Highlights: Japan
Koei Tecmo Holdings reported a 1.6% decline in net sales to ¥51,729 million and a 3.3% drop in operating profit to ¥14,571 million for the nine months ended December 31, 2025.
Comprehensive income surged 52.0% year-on-year to ¥56,359 million, primarily fueled by non-operating gains from interest income and foreign exchange fluctuations.
Total assets grew significantly to ¥311,492 million by December 31, 2025, up from ¥209,828 million at the start of the fiscal year, driven by increases in investment securities and property, plant, and equipment.
Market Analysis
Investment
Japan
+2
Koei Tecmo
Report
65 pages
Annual Report and Consolidated Financial Statements: 2020
tinyBuild reported its annual financial results for the year ended 31 December 2020, serving as a foundational benchmark for the company's strategic and operational performance during that period.
The company operates under a specific business model focused on a curated portfolio of intellectual property, which is detailed across the report's strategic and portfolio sections.
The report outlines the company's historical background and strategic direction, providing context for its market positioning as of the end of 2020.
Game Publishing
Mergers & Acquisitions
Investment
+3
tinyBuild
Report
66 pages
Annual Report and Consolidated Financial Statements: 2021
The provided text contains only the table of contents and introductory headings for the 2021 Annual Report, lacking the specific financial data, performance metrics, or strategic outcomes required to generate substantive insights.
The report covers the fiscal year ending 31 December 2021, encompassing sections on strategic direction, business modeling, and executive reviews.
No concrete figures, growth rates, or specific corporate performance data are present in the provided content to allow for a factual summary of the company's 2021 results.
Game Publishing
Mergers & Acquisitions
Investment
+3
tinyBuild
Report
70 pages
Annual Report and Consolidated Financial Statements 2024
The provided document serves as the 2024 Annual Report and Consolidated Financial Statements, outlining the company's strategic direction, business model, and financial performance for the fiscal year.
The report details the Chief Executive’s review and the Chief Financial Officer’s review, which provide the primary analysis of the company's operational and financial health.
Governance and sustainability are addressed through a dedicated section on Environmental, Social, and Governance (ESG) criteria.
Game Publishing
Investment
Global
+2
tinyBuild
Report
69 pages
Raport Roczny 2011: 11 bit studios
11 bit studios S.A. published its 2011 annual report detailing the company's financial performance and operational status for that fiscal year.
The report includes audited individual financial data, providing a comprehensive overview of the company's fiscal position as of the end of 2011.
The document serves as the primary formal disclosure of the company's annual financial results, including comparative data from previous periods.
Game Development
Game Publishing
PC
+1
11 bit studios
Report
67 pages
Annual Report 2014: 11 bit studios S.A.
11 bit studios S.A. published its 2014 annual report, which includes audited financial statements and a comprehensive management board review of the company's operational activities for the fiscal year.
The report provides a detailed breakdown of the company's individual financial data, allowing for direct performance comparisons against previous reporting periods.
The document serves as the primary formal disclosure of 11 bit studios S.A.'s corporate governance and financial health for the 2014 calendar year.
Investment
Game Development
Game Publishing
+3
11 bit studios
Report
74 pages
Annual Report 2017: 11 bit studios
As of December 31, 2017, 11 bit studios reported tangible fixed assets valued at 814,332 PLN.
The company's tangible fixed assets grew from 779,540 PLN at the end of 2016 to 814,332 PLN by the end of 2017.
The reported financial data for the 2017 fiscal year was finalized and signed by the management board on March 26, 2018.
Investment
Game Development
Game Publishing
+3
11 bit studios
Report
127 pages
Annual Report: 11 Bit Studios S.A. 2024
11 bit studios S.A. achieved record-breaking annual revenue of PLN 140.54 million in 2024.
The company’s 2024 revenue represents a 168.9% year-on-year increase compared to the previous period.
Investment
Game Publishing
Game Development
+4
11 bit studios
Report
27 pages
Quarterly Report of 11 Bit Studios S.A.: Q1 2019
11 bit publishing contributed 18% of the company's total revenue in 2018.
The 2018 revenue growth in the publishing division was primarily driven by the successful release of the game Moonlighter.
The company is strategically expanding its publishing division to diversify revenue streams and mitigate the inherent volatility of the video game industry.
Market Analysis
Game Publishing
Investment
+2
11 bit studios
Report
49 pages
Semi-Annual Report of 11 bit studios S.A. for H1 2018
11 bit studios S.A. completed the first half of 2018, a period identified by management as highly significant for the company's operations.
The company reported the value of property, plant, and equipment at 715,168 PLN as of the end of the H1 2018 reporting period.
The comparative value for property, plant, and equipment recorded in the company's accounts was 814,332 PLN.
Game Development
Game Publishing
Investment
+3
11 bit studios
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