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Game Development reports and market data

4,930 documents·205 writers·1,639 charts and tables

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Cover of European Video Games Industry Insights Report: 2019
Report53 pages

European Video Games Industry Insights Report: 2019

The European video games industry generated approximately €12 billion in combined developer and publisher revenue during 2019, reflecting a robust and expanding economic landscape.

  • The European video games industry generated approximately €12 billion in combined developer and publisher revenue during 2019.
  • France, Sweden, and Finland served as the primary revenue drivers, while Eastern European markets represent significant untapped growth potential.
  • Gender diversity remains a systemic challenge, with no European nation reporting a female workforce participation rate exceeding 30 percent.
European Games Developer Federation
Cover of Revenue & Top Companies: Romania 2025
Report2 pages

Revenue & Top Companies: Romania 2025

The Romanian video game industry has demonstrated significant resilience and structural evolution, reaching a total revenue of 351 million EUR by 2025.

  • The Romanian video game industry reached a total revenue of 351 million EUR in 2025, supported by a workforce of 6,000 professionals.
  • The sector has shifted from a service-heavy model to a balanced mix of development and publishing, resulting in a 2.5-fold increase in game releases over the last two years.
  • The industry is comprised of 234 active studios, with major international players like Electronic Arts Romania, Ubisoft, and Gameloft ranking among the top 30 companies by turnover.
RGDA – Romanian Game Developers Association
Cover of A Deep Dive into Deep Links: The All-in-One Handbook for Mobile App Marketers, Developers, and Product Managers
Whitepaper24 pages

A Deep Dive into Deep Links: The All-in-One Handbook for Mobile App Marketers, Developers, and Product Managers

Adjust's handbook explains deep linking as the mobile equivalent of website URLs, routing users from ads or external sources to specific in-app content, and makes the case for its TrueLink product as the solution for marketers, developers, and product managers.

  • Deep linking significantly improves app performance, with CleverTap data showing that users attributed to deep links achieve 81% higher activation rates, 2.5x higher retention rates, and 2x higher conversion rates compared to those using standard links.
  • Deep linking technology functions by routing users directly to specific in-app content or screens upon clicking an ad or link, utilizing standards such as Apple Universal Links, Android App Links, and URI schemes.
  • Deferred deep linking drives user acquisition by directing individuals who have not yet installed the app to the appropriate app store landing page, thereby reducing friction in the installation process.
Adjust
Cover of La Industria del Videojuego en España: Anuario 2025
Report98 pages

La Industria del Videojuego en España: Anuario 2025

The Spanish video game industry in 2025 stands as a vital cultural and technological pillar, characterized by a maturing ecosystem that balances robust consumer engagement with complex economic and regulatory challenges.

  • The Spanish video game industry generated 2.293 billion euros in 2025, a 3.2% year-over-year decline driven by a contraction in digital content spending.
  • Digital sales remain the primary revenue driver, accounting for 61.9% of total market income.
  • The sector serves a player base of 22.8 million people, with mobile devices being the most popular platform, reaching 18 million users.
AEVI
Cover of The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees
Report6 pages

The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees

The analysis examines venture capital activity directed toward studios founded by former Activision Blizzard employees between 2020 and 2024.

  • 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.
InvestGame
Cover of Game Data: Building vs Buying
Report11 pages

Game Data: Building vs Buying

The document evaluates the trade-offs between building an in-house data pipeline and purchasing a third-party solution for game analytics, using GameAnalytics’ PipelineIQ Pro as the primary example.

  • 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.
InvestGame
Cover of Game Analytics 100: The Retention Curve
Report23 pages

Game Analytics 100: The Retention Curve

The analysis demonstrates that player retention in mobile games can be accurately modeled with a power-law curve, expressed either as \(r(n)=a\,b^n\) or \(r(n)=a\,n^{b}\).

  • Mobile game retention follows a predictable power-law curve, modeled as r(n)=an^b, which allows analysts to forecast long-term player behavior using only day-1, day-3, and day-7 cohort data.
  • Fitting retention curves enables precise lifetime value (LTV) projections; for example, an average revenue of $1.00 per daily active user results in an LTV90 of 7.65 and an LTV180 of 10.17.
  • Analysts can derive the initial retention level (a) and decay exponent (b) by applying the LINEST function to logged cohort values in Excel, yielding representative curves such as r(n)=0.396n^-0.472.
East Side Games
Cover of A Shortcut to Your Own Game Insights Platform
Report20 pages

A Shortcut to Your Own Game Insights Platform

The guide presents a turnkey solution for game studios to build an in-house data pipeline without the high costs of custom engineering.

  • GameAnalytics provides a turnkey data pipeline that eliminates the need for custom ETL development, proprietary SDKs, and ongoing infrastructure maintenance.
  • The platform offers two primary data delivery methods: Player Warehouse for daily refreshed, SQL-ready event tables and Raw Export for real-time JSON streaming.
  • A publisher utilizing Raw Export achieved a 50% increase in lifetime value (LTV) across 19 titles, while a VR MMO leveraged Player Warehouse to improve player engagement.
InvestGame
Cover of Your Data Tracking Plan: A Step-by-Step Guide for GameAnalytics
Whitepaper10 pages

Your Data Tracking Plan: A Step-by-Step Guide for GameAnalytics

GameAnalytics presents a structured framework for designing and implementing data tracking within games, emphasizing the creation of a comprehensive tracking plan that aligns analytics teams with development stakeholders.

  • Establish a structured tracking plan by aligning business objectives and player behavior questions with seven predefined event categories: Session, Business, Resource, Progression, Error, Ads, and Impression.
  • Limit custom events to a maximum of 50 unique identifiers to maintain data integrity and prevent system clutter.
  • Adopt a consistent Category > Sub-Action naming framework to ensure clarity and prevent redundant or misleading data collection.
GameAnalytics
Cover of Capital Markets Event 2025: Coffee Stain Group
Presentation92 pages

Capital Markets Event 2025: Coffee Stain Group

Capital Markets Event 2025 showcases the Coffee Stain Group’s strategy of building a portfolio around small, autonomous teams that prioritize gameplay quality and community engagement.

  • 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%.
Coffee Stain Group AB
Cover of Playing for the Planet: Untangling the Carbon Complexities of the Video Gaming Industry
Report75 pages

Playing for the Planet: Untangling the Carbon Complexities of the Video Gaming Industry

The analysis demonstrates that the video-gaming sector remains fragmented in its approach to carbon accounting, with only a minority of companies—12 out of 222 surveyed—committed to science-based targets.

  • 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.
Playing for the Planet Alliance
Cover of The Rise and Reset of Sweden's $19B Gaming Capital Machine
Report12 pages

The Rise and Reset of Sweden's $19B Gaming Capital Machine

The analysis demonstrates that Sweden’s gaming sector has evolved into a $19 billion capital ecosystem, with 1,100 companies and 202 firms engaging in tracked transactions since 2014.

  • Sweden’s gaming sector has matured into a $19 billion ecosystem comprising 1,100 companies, with Swedish developers producing five of Steam’s global top-10 bestsellers in 2024–25.
  • Swedish studios contribute approximately 20% of Steam’s projected 2025 gross revenue, cementing the country's status as a dominant global gaming hub.
  • M&A activity is highly concentrated, with three major deals—King ($5.9 billion), Mojang ($2.5 billion), and ESL ($1.05 billion)—accounting for 93% of the total transaction value.
InvestGame

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