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Game Development reports and market data

4,972 documents·206 writers·1,639 charts and tables

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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
Cover of What Good Are AI NPCs?: Lessons from a Large-scale Player Study
Whitepaper41 pages

What Good Are AI NPCs?: Lessons from a Large-scale Player Study

The study demonstrates that generative AI-driven non-player characters can deliver deeply engaging, emotionally resonant gameplay.

  • Generative AI NPCs drive high player engagement, with 97% of participants reporting high immersion and 96% rating their overall enjoyment as high.
  • The integration of AI NPCs maintains a balance between agency and guidance, as evidenced by 80% of players achieving top scores for play engrossment and 90% praising the creative freedom of the open-ended design.
  • Cognitive load remains manageable during AI-driven interactions, with participants reporting NASA-TLX mental demand scores of 64.7 and performance scores of 52.7.
University of Bristol
Cover of AI in MTG: Moving Beyond Theory
Presentation16 pages

AI in MTG: Moving Beyond Theory

The document argues that artificial intelligence has become a strategic asset in mobile game development, transforming every phase of the lifecycle from ideation to live operations.

  • Adopting an 'AI-first' development approach enabled the launch of five new mobile games in 2026, facilitating rapid iteration and simultaneous production of specialized content.
  • AI integration has achieved significant operational efficiencies, including a 99% reduction in marketing asset costs and an 80% time saving on influencer spotlight production.
  • Data analysis turnaround times have been reduced by 75% by utilizing AI agents to query large-scale datasets, allowing analysts to focus on high-level strategy.
Modern Times Group
Cover of CESA Game Industry Report 2025: Launch Seminar Report
Report6 pages

CESA Game Industry Report 2025: Launch Seminar Report

The CESA Game Industry Report 2025 Launch Seminar, held in Tokyo on February 20, 2026, served as a platform to analyze the evolving landscape of the Japanese gaming sector.

  • The Japanese government has set a strategic target to reach 20 trillion yen in overseas content industry sales by 2033.
  • Approximately 50% of domestic game companies have integrated generative AI into their internal development pipelines.
  • Industry adoption of generative AI remains bifurcated, with high usage in production workflows but a cautious, risk-averse approach toward AI-generated content delivered to end-users.
CESA – Computer Entertainment Supplier's Association
Cover of Current Report No. 16: Setting Release Date for Moonlighter 2: The Endless Vault
Report1 page

Current Report No. 16: Setting Release Date for Moonlighter 2: The Endless Vault

The announcement establishes the global early-access release date for Moonlighter 2: The Endless Vault on PC as October 23, 2025.

  • Moonlighter 2: The Endless Vault will launch in early access on PC via Steam and the Windows Store on October 23, 2025.
  • Console versions for PlayStation 5 and Xbox Series X/S are deferred to a later date to allow for a focused PC-first release strategy.
  • The development is led by the Spanish studio Digital Sun, with 11 bit Studios S.A. serving as the publisher.
11 bit studios
Cover of Annual Financial Report: PCF Group 2024
Report86 pages

Annual Financial Report: PCF Group 2024

The 2024 financial performance of PCF Group reflects a period of profound strategic contraction and fiscal distress.

  • PCF Group experienced a significant net loss of EUR 53,106 in 2024, worsening from a loss of EUR 14,277 in 2023.
  • The company's operating loss also substantially increased to EUR 55,351 in 2024 from EUR 18,395 in 2023.
  • Despite the losses, sales revenue grew from EUR 26,585 in 2023 to EUR 38,673 in 2024.
PCF Group
Cover of Zawarcie umowy produkcyjno-wydawniczej z Incuvo S.A.
Report1 page

Zawarcie umowy produkcyjno-wydawniczej z Incuvo S.A.

The report announces that on 13 December 2021 PCF Group S.A., a Warsaw-based company, entered into a production and publishing agreement with Incuvo S.A. of Katowice.

  • PCF Group S.A. and Incuvo S.A. signed a production and publishing agreement on 13 December 2021 to adapt a title from the People Can Fly portfolio for virtual reality.
  • Incuvo S.A. is responsible for all code adjustments and technical adaptations required to meet the hardware specifications of all major VR platforms.
  • PCF Group S.A. will fully fund the VR production through milestone-based payments tied to specific development stages.
PCF Group

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