InvestGame
business partners, and market insights, focusing specifically on video game publishers and developers while excluding gambling and non-gaming blockchain entities. Investment activity in Q2 2024 was characterized
Koei Tecmo
online and mobile segments. The entertainment segment remained the primary revenue driver, contributing 19.65 billion yen to total sales. Within this segment, smartphone and social game revenues nearly
GameDiscoverCo
landscape of game discovery involves navigating evolving platform policies and marketing tactics. Current industry trends include the rise of state-level legislative challenges to mobile app store monopolies
How To Market A Game
console or mobile markets. The methodology relies on a comparative analysis of historical quantitative data—specifically a 1993 reader poll of the top 100 PC games—against modern
Koei Tecmo
with recent game delays, management is implementing stricter quality and delivery controls. The plan also includes the launch of "midas," a new brand focused on mobile development
GameDiscoverCo
Legends continue to dominate with over 100 million hours watched each, mobile titles such as Mobile Legends: Bang Bang saw a 171% increase in viewership. The data, sourced
GameDiscoverCo
sustained profitability through careful management of in-game microtransactions and community-driven visibility. Key findings reveal that the game achieved nearly one million downloads on Steam, with
Newzoo
mobile, PC, and console versions, streamlining the path to market. Despite these restrictions, a robust grey market persists. Players frequently utilize virtual private networks (VPNs) and game accelerators
GameDev Reports
mobile titles between April 7 and April 21, 2026. The primary objective is to track commercial success, player engagement, and development trends across the global gaming landscape, utilizing
Shannon Liao
studios and a shifting mobile market. Tencent is reportedly pivoting its mobile strategy, canceling projects with high licensing fees while developing a mobile version of Elden Ring. Labor
Video Games Industry Memo
100th edition of the Video Games Industry Memo serves as a milestone reflection on the evolving landscape of gaming journalism. The primary purpose of the publication
Neowiz
while mobile revenue grew 19.7 % QoQ to KRW 45.7 billion, driven by seasonal events and the launch of “The Legend of Heroes: Gagharv Trilogy.” Non‑gaming income contributed
Syndicat National du Jeu Vidéo
platforms, though mobile and console markets remain vital. Financially, the sector relies heavily on self-financing, supplemented by public support mechanisms such as the Video Game Tax Credit
Newzoo
cloud gaming is identified as a key entry point due to high awareness (32 %) and low hardware barriers. Expanding beyond a single platform—especially into mobile or cloud
SuperJoost
mobile segments remain unconcentrated, with HHI levels well below the 1,500 threshold. This disparity is attributed to the rapid growth of the overall games market, which
GameDiscoverCo
video games reaching $11.2 billion in the third quarter of 2020, a 24% year-over-year increase. This growth is driven by gains in mobile, subscription services
Matej Lancaric
landscape of mobile user acquisition (UA) in a privacy-centric environment, focusing on the integration of generative AI and the competitive dynamics of the Chinese gaming market
GameDiscoverCo
services on mobile hardware. Beyond legal developments, current industry data reflects a period of market correction. Following two years of pandemic-driven expansion, global video game revenue
Syndicat National du Jeu Vidéo
games in development during 2018, two-thirds of which represent new intellectual properties. Studios show a clear preference for PC development, followed by mobile and console platforms. Financially
GameDiscoverCo
mobile ports on iOS, the dominance of Meta Quest in the VR extraction shooter market, and the impact of Steam Next Fest, where surveyed games averaged
GameDiscoverCo
global gaming market is estimated to be as large as $335.5 billion when accounting for hardware, development tools, and complementary sectors like esports. In the mobile space, some
Game Developers Conference
global game development landscape in 2020 is characterized by a transition toward next-generation hardware and a diversifying array of digital storefronts. While PC and mobile remain
The Game Business
through mobile devices, which serve as intuitive controllers for episodic and interactive content. This approach addresses persistent industry challenges regarding discoverability and production support by integrating gaming directly
Drake Star Partners
global gaming industry experienced a significant financial resurgence during the first half of 2025, characterized by a 28 percent increase in the Drake Star Gaming Index. This performance
InvestGame
individual game titles. Geographically, the report highlights the continued dominance of strategic investors like Tencent, which closed 69 deals during the period, focusing heavily on the mobile segment
Udonis
Riot Games employs a strategy centered on frequent content updates, seasonal events, and robust competitive ranking systems to preserve its core community. The expansion into the mobile sector
SuperJoost
titles, while mobile remains a critical but underdeveloped frontier due to strict platform governance. Data indicates a "winner-takes-most" dynamic, where the top-ranked game can have
Esports Charts
competitive gaming with four entries in the top ten rankings, the broader industry ecosystem remains anchored by major titles such as League of Legends, Valorant, and Mobile Legends
GREE
centric web games and high-performance native apps. The company is also diversifying its revenue streams by expanding into advertising, merchandise, and other non-gaming ventures. Operational stability
GameDev Reports, PWN Games
bulletin delivers a snapshot of recent commercial and engagement milestones across PC, console, mobile, transmedia, platform sales, and industry events for the period June
The second quarter of 2024 gaming industry analysis highlights a period of sustained activity in early-stage venture capital and a growing market for independent and mid-sized titles. The findings track global investment trends, mergers and acquisitions, and platform-specific performance across North America, Western Europe, Asia, and emerging markets. Data is compiled from public media, business partners, and market insights, focusing specifically on video game publishers and developers while excluding gambling and non-gaming blockchain entities.
Investment activity in Q2 2024 was characterized by a robust early-stage venture capital environment. BITKRAFT emerged as the most active fund by deal count, participating in 18 rounds, while a16z Games led in total deal value, participating in transactions worth $124 million. Geographically, Asia led in early-stage investment volume with $320 million across 28 deals, followed by North America with $162 million. Late-stage venture capital remained more concentrated, with North America securing $239 million across seven deals.
Market performance data indicates a healthy period for software sales. Steam full-game sales grew 27% year-over-year, a trend largely attributed to a strong catalog of AA and indie titles. In the mobile sector, Asia remains the primary driver of high-revenue releases; Dungeon & Fighter: Origin significantly outperformed other new titles, generating $227 million in net revenue from 5.4 million installs. Other notable mobile successes included Wuthering Waves and Gakuen Idolmaster, reflecting the continued dominance of Action RPGs and simulation genres in the region.
The analysis concludes that while the industry continues to navigate shifting capital flows, the appetite for early-stage innovation remains high. Strategic shifts are also evident in the publishing sector, noted by the launch of new labels like Knights Peak, which focus on co-publishing premium PC and console titles for global audiences.
This bar chart from a game industry report displays quarterly data for five periods, from Q2'20 to Q2'24. Each quarter shows a bar representing a primary metric (e.g., 4.6, 8.5, 2.7, 1.2, 2.6) and a corresponding triangular marker above it indicating a secondary metric (e.g., 20, 19, 6, 9, 13).
