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AI Adoption in Video Games: Q2-Q3 2026
This document provides an industry snapshot of AI adoption in video game development during Q2-Q3 2026.
- AI adoption is nearly universal in the video game industry, with 97% of senior studio leaders reporting implementation as of mid-2026.
- Despite high adoption rates, AI integration remains shallow, with a median depth of only three out of ten across production pipelines.
- AI is primarily used for technical and administrative tasks, with 86% of studios using it for code and engineering, 83% for productivity, and 79% for concept and pre-production.
Square Enix Annual Report 2021
The Square Enix Annual Report 2021 provides a consolidated financial overview of Square Enix Holdings Co., Ltd. and its subsidiaries for the fiscal year ended March 31, 2021.
- The group achieved consolidated net sales of ¥332,532 million and operating income of ¥47,226 million for the fiscal year ended March 31, 2021.
- The Amusement segment recorded an operating loss of ¥1,568 million for the fiscal year ended March 31, 2021, compared to an operating income of ¥1,480 million in the prior fiscal year.
- The Publication segment reported net sales of ¥26,843 million and operating income of ¥11,687 million, marking increases of 38.0% and 61.2% respectively from the prior fiscal year.
GungHo Business Report Vol. 26
The GungHo Business Report Vol. 26 outlines the company's strategic shift towards global game development and diversification, moving beyond its traditional focus on the Japanese smartphone market.
- GungHo is shifting from a Japan-centric model to a global distribution framework to counter the maturing domestic smartphone market and declining console sector.
- The company is prioritizing long-term brand longevity for its intellectual property, exemplified by ongoing updates to its flagship title, Puzzle & Dragons, which reached over 46 million downloads in Japan by July 2017.
- Financial results for the first half of 2017 show net sales of 49.1 billion yen and operating income of 19.4 billion yen.
COLOPL Annual Report 2019
COLOPL's annual report for the fiscal year ended September 30, 2019 covers the Japanese smartphone game company and its Group, presenting its corporate philosophy, history, portfolio strategies, financial position, human resource policies, corporate governance, risk factors, and consolidated financial statements.
- Net sales declined 15.0% year on year to ¥38,920 million, and operating profit fell 57.5% to ¥2,952 million in the fiscal year ended September 30, 2019.
- The company says it has been unable to create a hit game since White Cat Project's 2014 release, and it attributes this partly to not allocating resources well toward the development of new games.
- Dragon Quest Walk, developed by COLOPL with SQUARE ENIX HOLDINGS, exceeded 10 million downloads in the first two months after its September 2019 release.
COLOPL Integrated Report 2022
COLOPL, Inc., a Japanese smartphone game company with Group companies in which it holds more than 50% of outstanding shares, presents its Integrated Report 2022 covering the fiscal year ended September 2022 (October 1, 2021 to September 30, 2022).
- Consolidated net sales fell from 37,125 million yen in FY2021 to 32,541 million yen in FY2022, and operating profit fell from 6,320 million yen to 4,310 million yen.
- In the Entertainment Business, net sales decreased 13.9% year on year and operating profit decreased 27.7%, while existing titles did not perform as badly as expected.
- The company states that DRAGON QUEST WALK, which accounts for a major portion of sales, achieved sales at almost the same level as the previous year.
COLOPL Integrated Report 2024
COLOPL's Integrated Report 2024 is the company's annual corporate report covering the fiscal year ended September 2024 (October 1, 2023 to September 30, 2024), with information on the COLOPL Group, defined as COLOPL, Inc. and companies in which it owns more than 50% of outstanding shares.
- COLOPL reported net sales of 25,975 million yen for the fiscal year ended September 2024, down from 30,806 million yen, and an operating loss of 1,208 million yen.
- The report attributes the year-on-year sales decline to a fall in sales of existing titles and a delay in releasing new titles to cover it.
- Brilliantcrypto raised 1.5 billion yen through an IEO of tokens issued by the company, though the amount took time to be reflected in revenue.
COLOPL Report 2025: Integrated Report
COLOPL's 2025 integrated report covers COLOPL, Inc. and its Group companies (companies in which COLOPL, Inc. owns more than 50% of shares as of September 30, 2025) for the fiscal year ended September 2025 (October 1, 2024 to September 30, 2025).
- COLOPL reported consolidated net sales of 25.9 billion yen and operating profit of 1.0 billion yen for the fiscal year ended September 2025, returning to positive profitability after its first operating loss since listing.
- The Investment and Development Business posted segment profit of 1.1 billion yen, while the Entertainment Business posted segment profit of negative 0.1 billion yen.
- The company set a medium-term goal of becoming one of the top 20 companies in the global mobile game market, with numerical indicators of consolidated net sales of 100 billion yen or more and consolidated operating profit of 50 billion yen or more.
Koei Tecmo Holdings Integrated Report 2022
KOEI TECMO Holdings Co., Ltd. published its first integrated report, covering fiscal 2021 (April 1, 2021 to March 31, 2022) for the company and its consolidated subsidiaries, and states that the report is unaudited.
- Consolidated net sales rose to ¥72,759 million in FY2021 from ¥60,370 million in FY2020, and operating profit rose to ¥34,527 million from ¥24,397 million.
- Overseas sales reached ¥35.4 billion in FY2021, and the overseas share of total sales rose to 48.8%.
- The company's management policy of creating and developing global IPs has driven profit growth for 12 consecutive fiscal years.
Koei Tecmo Holdings Integrated Report 2023
KOEI TECMO HOLDINGS Co., Ltd. published this Integrated Report in January 2024, covering fiscal 2022 (April 1, 2022 to March 31, 2023), with some information from April 2023 onwards.
- The Group reported record-high FY2022 results, with net sales of ¥78,417 million and operating profit of ¥39,133 million.
- The company states that substantial growth in royalties from IP licensing-out contributed to achieving an operating profit ratio of over 50% in FY2022.
- The company describes its multi-layered revenue cycle as having four areas: new IP, series, collaborative titles, and IP licensing-out.
Koei Tecmo Holdings Integrated Report 2025
KOEI TECMO Holdings' Integrated Report 2025 covers the Group's corporate philosophy, business model, governance, human capital, sustainability and financial position for fiscal 2024 (April 1, 2024 to March 31, 2025), with the report issued in October 2025.
- FY2024 consolidated net sales were 83.1 billion yen, down 1.7% year on year, while operating profit rose 12.7% to 32.1 billion yen.
- The Group's long-term vision is to become the world's No. 1 digital entertainment company as measured by operating profit, aiming to enter the global top 10 within the next 10 years.
- The 4th Medium-Term Management Plan (FY2025-2027) targets cumulative operating profit of at least 100 billion yen over three years, with a single-year target of 40 billion yen.
Big Games Industry Employment Survey 2025: Salaries, Compensation Trends and State of the Games Sector in Europe
The Big Games Industry Employment Survey 2025 is the ninth edition of a study conducted by Values Value and InGame Job, and the third at international level.
- Junior professionals were the most affected by industry exits, with 39% leaving the industry between 2024 and 2025.
- Only 26% of juniors found a new job within three months, versus 30% in 2024.
- Salary remains the top factor when choosing a new employer, cited by 87% of European respondents.
2020 European Video Games Industry: Insights Report
The 2020 European Video Games Industry Insights Report, produced by the European Game Developers Federation (EGDF) and supported by the Interactive Software Federation of Europe (ISFE), aggregates national industry data for 2020 from 25 European countries, including non-EU countries such as Belarus, Iceland, Norway, Serbia…
- The report counts 4,600 game developer studios and publishers in the EU in 2020, employing 74,000 people with a combined turnover of €16.6bn.
- Around 22% of people working in Europe's video games sector are women, a higher share than the 17% reported for other ICT industries.
- France is described as the leader in game development in the EU, with Germany and Sweden close behind in number of game developer studios.
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