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Game Publishing reports and market data

1,268 documents·96 writers·259 charts and tables

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Cover of How I make my STEAM INDIE GAMES (Basic Overview)!
39 min
Thomas Brush39 min

How I make my STEAM INDIE GAMES (Basic Overview)!

Successful independent game development on Steam prioritizes functional, shippable gameplay over the pursuit of a pristine or perfectly organized editor environment.

  • Prioritize functional, shippable gameplay over maintaining a perfectly organized editor environment to meet Steam marketplace demands.
  • Implement robust, reusable systems like persistent Game Master prefabs and centralized animation-driven UI navigation to streamline development.
  • Decouple character graphics from physics-based capsule colliders to ensure fluid movement while using tools like Spine or native 2D animation packages for visual quality.
Thomas BrushMay 2020
Cover of Games Industry in the Time of COVID-19 (in association with Tamatem) - PocketGamer.biz RoundTable
70 min
PocketGamer.biz70 min

Games Industry in the Time of COVID-19 (in association with Tamatem) - PocketGamer.biz RoundTable

The global gaming industry experienced a period of unprecedented growth during the COVID-19 pandemic, characterized by record-breaking engagement and revenue as players sought social connection and escapism during lockdowns.

  • The games industry has experienced a net positive impact from the pandemic, with digital revenue surging as players seek entertainment and social connection during lockdowns.
  • Remote work has introduced operational challenges for AAA development, with teams struggling to maintain the streamlined, multi-disciplinary collaboration required for complex production pipelines.
  • Companies are successfully launching major titles during the pandemic, such as Tilting Point’s release of a SpongeBob game following 18 months of development, despite the difficulty of coordinating final production phases remotely.
PocketGamer.bizMay 2020
Cover of PocketGamer.biz Podcast Episode 2: App Store expansion, Cooking Mama drama, and more!
39 min
PocketGamer.biz39 min

PocketGamer.biz Podcast Episode 2: App Store expansion, Cooking Mama drama, and more!

Apple has significantly expanded its global footprint by launching the App Store in 20 additional countries across Africa, the Middle East, and Asia, bringing its total reach to 175 nations.

  • Apple has expanded its App Store reach to 175 nations by adding 20 new markets across Africa, the Middle East, and Asia to diversify service-based revenue.
  • Animal Crossing: Pocket Camp saw an 800% surge in downloads following the console release of New Horizons, though analysts remain skeptical about the long-term retention of these cross-promoted users.
  • The legal dispute between Office Create and Planet Entertainment over the unauthorized release of Cooking Mama: Cookstar highlights the increasing necessity for rigorous intellectual property and licensing oversight.
PocketGamer.bizApr 2020
Cover of GameStop is an Essential Business? | Games ReCAP
8 min
Game Dev Unchained8 min

GameStop is an Essential Business? | Games ReCAP

The retail landscape for video games faced significant disruption during the early stages of the COVID-19 pandemic, highlighted by the controversial operational decisions of GameStop.

  • GameStop faced severe financial instability entering the pandemic, reporting a negative free cash flow of nearly $500 million in fiscal 2019 and struggling to compete with digital distribution models.
  • During the early pandemic, GameStop attempted to classify its physical storefronts as 'essential businesses' to remain open, a move that triggered widespread backlash from employees and lawmakers.
  • Internal directives instructed staff to resist local law enforcement closure orders and use makeshift protective gear, such as plastic bags, leading to significant criticism regarding the prioritization of profit over employee safety.
Game Dev UnchainedApr 2020
Cover of Last of Us Part 2 Delayed Indefinitely | Games ReCAP
10 min
Game Dev Unchained10 min

Last of Us Part 2 Delayed Indefinitely | Games ReCAP

The indefinite delay of The Last of Us Part 2, originally scheduled for a May 2020 release on PlayStation 4, serves as a primary case study for the logistical challenges facing the video game industry during the COVID-19 pandemic.

  • Sony Interactive Entertainment indefinitely delayed the May 2020 release of The Last of Us Part 2 due to the logistical inability to guarantee a synchronized global launch.
  • The decision to delay was primarily driven by disruptions in physical distribution chains and concerns that global internet infrastructure could not support a purely digital-only rollout.
  • Naughty Dog confirmed the game was in its final stages of development, focusing on bug fixes, when the pandemic-related constraints forced the postponement.
Game Dev UnchainedApr 2020
Cover of Is Your Game Cross-Platform Ready?
31 min
Game Developers Conference31 min

Is Your Game Cross-Platform Ready?

Cross-platform development has emerged as a critical strategy for modern game studios, shifting the industry focus from platform-specific silos toward a player-centric model.

  • Cross-platform development requires a unified identity system that links disparate platform accounts (e.g., Xbox Live, Steam, PlayStation) to a single, developer-owned account ID to enable seamless cross-play and social features.
  • Developers should implement dedicated or relay servers rather than peer-to-peer networking to avoid NAT restriction issues when connecting PC and console players.
  • To maintain a consistent experience, unify commerce by using virtual currencies (like V-Bucks or Minecoins) and managing entitlements through a secure, centralized service that validates purchases across different platform storefronts.
Game Developers ConferenceApr 2020
Cover of Mobile Gaming Markets Overview | Latin America (With Jam City Bogota, Lockwood/Avakin Life)
72 min
GameMakers72 min

Mobile Gaming Markets Overview | Latin America (With Jam City Bogota, Lockwood/Avakin Life)

The Latin American gaming market is defined by a youthful demographic and a strong preference for free-to-play experiences, with mobile gaming serving as the primary driver of regional growth.

  • Mobile gaming is the primary growth driver in Latin America, where a youthful demographic heavily favors free-to-play experiences on low-to-mid-tier Android devices.
  • Developers must optimize for constrained data environments and older hardware due to economic volatility and high import duties on gaming consoles and high-end devices.
  • Monetization strategies require adaptation to low credit card penetration and a reliance on prepaid plans, favoring low-cost entry packs, subscriptions, and ad-based models over traditional in-app purchases.
GameMakersApr 2020
Cover of Embracer Group Investor Presentation: 6 April 2020
Presentation5 pages

Embracer Group Investor Presentation: 6 April 2020

Embracer Group maintains a resilient operational outlook during the onset of the COVID-19 pandemic, prioritizing employee safety while transitioning the majority of its workforce to remote environments.

  • Embracer Group projects Q1 2020 games revenue between SEK 810 million and 850 million, exceeding internal forecasts due to strong digital sales.
  • Partner publishing revenue for the quarter ending March 31, 2020, is estimated at SEK 450 million to 500 million, falling slightly below expectations due to softening physical retail demand.
  • The company maintains a dual-growth strategy focused on aggressive organic development and inorganic expansion through M&A, following the successful integration of Saber Interactive.
Embracer GroupApr 2020
Cover of Empathizing with Steam: How People Shop for Your Game
58 min
Game Developers Conference58 min

Empathizing with Steam: How People Shop for Your Game

Steam shoppers navigate the platform through a highly disciplined, eight-step discovery process that prioritizes rapid genre identification over narrative immersion.

  • Steam shoppers prioritize gameplay over cinematics; they quickly skip trailers with slow intros or non-gameplay footage to identify the game's core verbs and mechanics.
  • Users perform a 'hover' action on capsule images to cycle through four images, tags, and review counts to decide whether to click, making the capsule image the most critical element for initial discovery.
  • Shoppers treat wishlists as transient lists they often forget, so developers should refresh their store page with new announcements, patches, or seasonal themes before a sale to signal that the game is active and supported.
Game Developers ConferenceApr 2020
Cover of Epic Games Publishing Deal | Games ReCAP
8 min
Game Dev Unchained8 min

Epic Games Publishing Deal | Games ReCAP

Epic Games has introduced a transformative publishing model that fundamentally alters the traditional power dynamic between developers and publishers.

  • Epic Games fully funds development, including salaries, QA, localization, and marketing, while allowing developers to retain 100% ownership of their intellectual property.
  • The revenue-sharing model dictates that after Epic recoups its initial investment, net profits are split 50/50 between the publisher and the developer.
  • Developers face no financial liability if a project fails to recoup its budget, shifting the risk entirely to Epic Games.
Game Dev UnchainedMar 2020
Cover of What to Write So People Buy: Selling Your Game Without Feeling Sleazy
52 min
Game Developers Conference52 min

What to Write So People Buy: Selling Your Game Without Feeling Sleazy

Marketing serves as a vital, non-coercive bridge connecting developers with their ideal players rather than a manipulative tactic.

  • Email marketing is the most effective conversion tool, with a nine-day automated campaign achieving click-through rates double those of major social media platforms.
  • Developers should prioritize building email lists over social media discovery, as direct communication channels significantly outperform Twitter and Discord for conversion efficiency.
  • Marketing should be structured as a funnel—awareness, interest, desire, and action—to guide potential players toward a purchase without relying on coercive tactics.
Game Developers ConferenceMar 2020
Cover of Review Bombing - Making Your Voice Heard - Extra Credits
7 min
Extra Credits7 min

Review Bombing - Making Your Voice Heard - Extra Credits

Review bombing serves as a modern digital mechanism for consumer protest, allowing players to express collective dissatisfaction with video game developers and publishers.

  • Review bombing has shifted the power dynamic between consumers and developers by allowing players to bypass corporate-controlled forums and force visibility on issues via platforms like Steam and Metacritic.
  • Platforms such as Steam now utilize automated and human-led moderation to identify and exclude review spikes, effectively neutralizing the impact of coordinated negative or positive campaigns.
  • The effectiveness of consumer feedback is tied to the quality and detail of the critique rather than the volume of ratings, as companies are increasingly incentivized to dismiss low-effort, hostile spam.
Extra CreditsMar 2020

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