Nacon
Xbox consoles. Games sales fell 18.7 % to €14.9 million, while accessories declined 20.1 % to €23.2 million; the “others” segment, comprising mobile and audio sales, saw a 17.2 % reduction
Newzoo
expansion of cloud gaming, which serves as a critical bridge to overcome hardware constraints, allowing publishers to reach broader audiences on mobile devices and legacy consoles. Simultaneously
SuperJoost
Europe, covering segments ranging from mobile and console hardware to digital distribution and live-streaming. Key findings highlight the emergence of cloud gaming as a new frontier, driven
Gamecity Hamburg, Hamburg Kreativ Gesellschaft
Berlin. The Hamburg team is composed of veterans from the local games industry, whose background in gaming technology serves as a foundational advantage for solving complex digital challenges
Udonis
article presents a curated list of ten mobile tower‑defense titles that capture the same addictive loop found in Plants vs. Zombies, emphasizing quick setup, escalating waves
Take-Two Interactive
virtual‑currency and in‑game purchases. The company’s portfolio remains concentrated, with five franchises contributing nearly 80 % of net revenue; however, mobile and digital channels now provide
GameDiscoverCo
generative AI in gaming, with 85% of surveyed players expressing a negative or neutral stance. These insights, combined with data on mobile advertising performance and shifting hardware trends
Electronic Arts
generate significant in‑game purchases. Geographically, revenue is heavily weighted toward North America ($3.15 billion) and console platforms ($4.44 billion), with mobile sales growing 18 % year‑over‑year
Take-Two Interactive
publishing labels, including Rockstar Games, 2K, Private Division, and Zynga, covering the development and distribution of interactive entertainment for console, PC, and mobile platforms. The policy outlines rigorous
Nintendo
from enhanced in‑game monetisation. Emerging markets—particularly the Middle East, Africa, and Southeast Asia—offer significant upside driven by youthful, mobile‑savvy populations. The launch delay
Koei Tecmo
units. The Game Software segment remained the primary revenue driver, contributing 25.4 billion yen in sales, followed by the Online & Mobile segment at 6.4 billion yen. Geographically, Japan
Video Games Industry Memo
threaten to homogenize the gaming landscape and stifle the cultural diversity that defines the independent sector. Industry trade associations have begun to mobilize in defense of artistic freedom
Brutally Honest
merge game subgenre has evolved into a highly competitive landscape, effectively succeeding match-3 as the dominant puzzle category for mobile developers. Success in this saturated market requires
Aream & Co
global video game industry experienced a notable resurgence in growth during the third quarter of 2025, driven by a rebound in mobile in-app purchases and robust performance
Sensor Tower
billion, a clear divergence emerged between sectors; non-game downloads grew by 5.5%, while gaming installs continued a post-pandemic decline. Geographically, the United States maintained its market
Dataspelsbranschen
association’s role as a collective voice for Swedish game developers. Key findings indicate that Sweden’s games industry generated a record revenue of SEK 12.4 billion
Push to Talk
over 19,000 new game releases annually. This explosion of content, combined with the average smartphone user spending four hours a day on mobile devices, has shifted
Poki
vital top-of-funnel acquisition tool for the wider gaming ecosystem. Data indicates that web gaming audiences are remarkably engaged, with 37 percent of users playing multiple times
GameDiscoverCo
Switch 2 and ongoing mobile market trends, underscore a diverse ecosystem. Ultimately, the findings suggest that while the "golden age" of discovery favors games with immediate, clickable concepts
Newzoo
service games remain the primary revenue drivers, the market is experiencing oversaturation, leading many developers to return to premium, finite gaming experiences. Growth in multi-game subscription services
Esports Charts
Hind and Total Gaming eSports emerged prominently, reflecting competitive depth and fan interest. The event’s comprehensive data highlights a renewed momentum for mobile esports in India, suggesting
Games Industry Africa
sustainability and economic mobility. The event structure integrates keynote addresses, workshops, and site visits to foster collaboration between international stakeholders and the African game development ecosystem. A dedicated
Swiss Game Developers Association
developers, followed by mobile and console platforms. Despite the industry's creative success, developers face significant hurdles in recruitment, particularly for programming and game design roles. To foster
Sensor Tower
fundamental shift in revenue composition, as non-game applications increasingly capture market share. Projections indicate that non-game revenue will account for nearly half of total spending
Konvoy
roughly 9 %. Mobile platforms remain the dominant distribution channel, accounting for $116 billion of consumer spend in 2021, or 64 % of total gaming revenue, while console and emerging
Koei Tecmo
Game Software segment remained the primary revenue driver, contributing 9.77 billion yen in sales, a 10.8% increase. However, the Online & Mobile and Media & Rights segments showed the strongest
GameDiscoverCo
global video game market during late August 2022, focusing on sales performance, player engagement, and upcoming release trends across Steam, consoles, and mobile platforms. By synthesizing real-time
Koei Tecmo
analysis reveals that Game Software sales grew 11.9 % to ¥21,594 million, contributing the largest share of operating income (¥2,336 million). Online & Mobile sales expanded
IGG
pivot toward new game titles and operational efficiency. The company generated HK$2.5 billion in revenue, maintaining stability through its flagship title, Lords Mobile, while successfully scaling newer
CD Projekt
Witcher game) and Project Sirius. Notably, the period included an 18.8 million PLN impairment adjustment related to Project Sirius. Additionally, the mobile title The Witcher: Monster Slayer
Nacon reported first‑half sales of €72.8 million in FY 2021/22, a decline of 15.9 % versus €86.6 million in the same period of FY 2020/21. The drop reflects a strong comparison base and logistical delays, particularly in the United States where supply‑chain disruptions affected shipments of PlayStation 4 and Xbox consoles. Games sales fell 18.7 % to €14.9 million, while accessories declined 20.1 % to €23.2 million; the “others” segment, comprising mobile and audio sales, saw a 17.2 % reduction to €1.1 million.
Quarterly performance mirrored the overall trend: Q2 sales of €39.2 million were 19.5 % lower than Q2 FY 2020/21, driven by a weaker base and shipping constraints. The company highlighted resilient back‑catalogue performance in games, with €6.9 million in sales that remained stable despite fewer new releases.
Looking ahead, Nacon expects a rebound in the second half of FY 2021/22, citing an expanded game slate—including Cricket 22, Rugby 22, Blood Bowl 3, Train Life, Hotel Life and the narrative RPG Vampire: The Masquerade – Swansong—and new accessories such as the Revolution X Pro controller. Management reaffirmed FY 2021/22 revenue targets of €180–200 million and a 20 % operating margin, while projecting FY 2022/23 sales of €230–260 million with a similar margin.
The company’s methodology relies on non‑audited IFRS data, covering global sales across 100 countries through its 20 subsidiaries and a network of distributors. Nacon’s strategy includes continued acquisitions of development studios, initiated in 2018, to expand its intellectual property portfolio and support future growth.