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Cover of Koei Tecmo Holdings Integrated Report 2022
Report32 pages

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
Cover of Koei Tecmo Holdings Integrated Report 2023
Report55 pages

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
Cover of Koei Tecmo Holdings Integrated Report 2025
Report73 pages

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.
Koei Tecmo
Cover of Big Games Industry Employment Survey 2025: Salaries, Compensation Trends and State of the Games Sector in Europe
Report74 pages

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.
InvestGame
Cover of 2020 European Video Games Industry: Insights Report
Report72 pages

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.
European Game Developers Federation
Cover of Korea's Game Studios: Where the Next Breakout Title Is Actually Built
Report3 pages

Korea's Game Studios: Where the Next Breakout Title Is Actually Built

Korea's game industry growth is concentrated in a few large titles, but the typical studio looks very different from the industry average.

  • The South Korean gaming industry is shifting from a concentration of large-scale publishers to a decentralized ecosystem dominated by studios with fewer than ten employees.
  • A significant migration of experienced talent from major publishers to smaller indie teams accelerated in late 2023, directly improving the quality and marketability of independent projects.
  • Small, agile studios are now identified as the primary engine for innovation and the most likely source of the next generation of globally competitive Korean titles.
Korea Creative Content Agency
Cover of Korea's Game Developers and AI: What Changes in Licensing Contracts
Report3 pages

Korea's Game Developers and AI: What Changes in Licensing Contracts

Generative AI has become a standard part of Korean game development, and this analysis examines what that means for buyers licensing Korean titles.

  • As of 2025, 70% of South Korean game companies have integrated generative AI into their development workflows, making the gaming sector the leader in AI adoption among all Korean content industries.
  • Half of all Korean game companies have moved beyond departmental experimentation to full company-wide deployment of AI, marking a permanent shift in production methodologies.
  • The widespread use of AI-generated assets has created significant legal complexities regarding copyright ownership and potential intellectual property infringement.
Korea Creative Content Agency
Cover of State of the Industry 2019: Mental Health in the Game Industry
Whitepaper63 pages

State of the Industry 2019: Mental Health in the Game Industry

Take This, a mental health non-profit serving the game enthusiast community and game industry, presents a white paper on mental health in the game industry.

  • Only one-third of developers remain in the game industry for 10 years or more, reflecting a career path with frequent extended hours and limited stability.
  • 53% of game developers report that crunch is an expected component of their employment, while less than 18% report overtime compensation for work beyond 40 hours a week.
  • The authors cite research indicating that projects completed with crunch were reported as 'very unsuccessful' at a rate of 32%, and that projects in workplaces with ongoing crunch culture were reported over 10 times more likely to be unsuccessful.
Take This
Cover of State of the Industry Report 1999
Report16 pages

State of the Industry Report 1999

The 1999 State of the Industry Report, published by the Interactive Digital Software Association (IDSA), provides an overview of the computer and video game industry's growth, demographics, economic impact, and challenges as of 1999.

  • The U.S. interactive entertainment industry reached $5.5 billion in sales by 1998, marking three consecutive years of double-digit growth and positioning software revenue to rival motion picture box office receipts by the end of 1999.
  • The industry is a significant economic driver, directly employing 50,000 workers in the U.S. and contributing over $16 billion to the national economy.
  • Gaming has shifted to a mainstream adult demographic, with individuals aged 18 or older now comprising 69 percent of PC players and 54 percent of console players.
Entertainment Software Association
Cover of Video Games in the 21st Century: The 2026 Economic Impact Report
Report40 pages

Video Games in the 21st Century: The 2026 Economic Impact Report

The Entertainment Software Association commissioned TEConomy Partners, LLC to produce a 2026 economic impact analysis of the U.S. video game industry, based on employment data mostly captured between November and December 2025.

  • The U.S. video game industry supported 250,838 total jobs and $95.8 billion in total economic impact in 2025.
  • The 2025 database reports a decline of more than 21,100 industry workers compared with the 2023 database.
  • California accounts for 44% of U.S. video game industry employment, with 36,217 direct jobs.
Entertainment Software Association
Cover of New York City Digital Games Industry: 2021 Economic Impact Study
Report78 pages

New York City Digital Games Industry: 2021 Economic Impact Study

This study, commissioned by the New York City Mayor's Office of Media and Entertainment and prepared by Buro Happold Cities with Public Works Partners and Pure+Applied, sizes New York City's digital games industry in 2020.

  • In 2020, NYC's digital games industry supported approximately 7,600 total jobs, $762M in total wages, and $2B in total economic output, including indirect and induced effects.
  • The six core sectors were directly responsible for 4,600 jobs, $489M in direct wages, and $1.3B in direct output in 2020.
  • Publisher/developers paid the highest average wage in the industry, at $137,000 per job, compared with a citywide average of $93,000.
Mayor's Office of Media and Entertainment
Cover of European Video Games Industry Insights Report: 2019
Report53 pages

European Video Games Industry Insights Report: 2019

The European Video Games Industry Insights Report: 2019 was produced by the European Game Developers Federation (EGDF) and supported by the Interactive Software Federation of Europe (ISFE).

  • The combined revenue of game developers and publishers in EU Member States is around €12 billion, and the European Union imports more games than it produces.
  • France, Sweden and Finland are the only three countries with national game industry ecosystems worth more than €1 billion in revenue.
  • Germany and France are the only EU countries with more than ten thousand people working in the industry.
European Games Developer Federation

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