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Cover of Global Gaming Report: Q2 2026
Report21 pages

Global Gaming Report: Q2 2026

The "Global Gaming Report: Q2 2026" provides a comprehensive analysis of the global gaming industry's financial landscape during the second quarter of 2026, focusing on M&A, private financing, fund activity, and public market performance.

  • Private gaming financing reached a one-year high in Q2 2026, with 96 deals generating over $2.5 billion in capital.
  • Institutional investors committed over $2 billion to new gaming-focused funds, signaling sustained interest in indie projects and long-term content strategies.
  • The gaming market showed significant divergence, as Western gaming stocks rose 4.8% while mobile gaming and Asian markets declined by 11.6% and 6.4% respectively.
Drake Star PartnersJul 2026
Cover of Session: Winning Portfolio Strategies Of 2026 - Jakub Remiar, two & half gamers.
24 min
PocketGamer.biz24 min

Session: Winning Portfolio Strategies Of 2026 - Jakub Remiar, two & half gamers.

The current mobile gaming landscape is defined by a shift toward systematic, data-driven portfolio management rather than reliance on individual hit titles.

  • Successful mobile game portfolios rely on 'template-ization,' where developers build a reusable engine for a specific genre, allowing them to salvage work from failed projects to accelerate the development of future titles.
  • Companies like Gram Games operate like the 'Warren Buffett of puzzle games' by identifying high-traffic, ad-monetized genres and converting them into high-revenue IAP (in-app purchase) models through superior execution and polish.
  • Radical innovation, such as the mechanics seen in 'Pixel Flow' or 'Screw Jam,' offers the highest potential for success but requires deep, long-term genre expertise to identify and implement meaningful improvements to existing core loops.
PocketGamer.bizJul 2026
Cover of GTA VI Priced at $80. Did Rockstar Leave Money on the Table?
11 min
Deconstructor of Fun11 min

GTA VI Priced at $80. Did Rockstar Leave Money on the Table?

The announcement of Grand Theft Auto VI’s pricing—set at $80 for the standard edition and $100 for the deluxe edition—has sparked significant industry debate regarding whether Rockstar Games missed an opportunity to maximize revenue.

  • Grand Theft Auto VI will launch on November 19th for PlayStation 5 and Xbox Series X/S with a standard edition price of $80 and a deluxe edition price of $100.
  • The game will exclude a PC version and a multiplayer component at launch, signaling a strategic focus on a digital-first ecosystem that utilizes download codes rather than physical discs.
  • Analysts project the eventual online component will achieve an annual run rate between $1.1 billion and $1.5 billion once the ecosystem matures.
Deconstructor of FunJul 2026
Cover of S07, E24: Understanding rewarded user acquisition (with Tricia Han and Sampsa Jaatinen)
45 min
Mobile Dev Memo45 min

S07, E24: Understanding rewarded user acquisition (with Tricia Han and Sampsa Jaatinen)

Rewarded user acquisition has transitioned from a niche Android-centric tactic into a sophisticated, primary growth engine for the global mobile gaming industry.

  • Rewarded user acquisition has evolved from a niche strategy representing 1-2% of mobile gaming ad spend five years ago into a primary growth engine for the industry.
  • The shift toward rewarded UA is driven by the ability to leverage rich, post-install behavioral data to optimize engagement and long-term retention, which is superior to the limited signals available in traditional ad networks.
  • Machine learning and AI engines are now essential to manage rewarded ecosystems, specifically by determining the optimal timing and nature of rewards to ensure users are incentivized to discover new games without disrupting their current engagement.
Mobile Dev MemoJul 2026
Cover of 🟥🟩🟨🟦Did Block Blast finally peaked? And why they added 7 more minigames??? 👀 by Jakub Remiar
19 min
Two & a Half Gamers19 min

🟥🟩🟨🟦Did Block Blast finally peaked? And why they added 7 more minigames??? 👀 by Jakub Remiar

Block Blast has reached a critical inflection point in its lifecycle, transitioning from a singular viral hit into a diversified games portal.

  • Block Blast has reached a natural scale ceiling, with daily active users (DAU) stabilizing at approximately 50 million after peaking at 56 million.
  • The developer has pivoted to a 'no-wifi' games portal model by integrating eight minigames, such as Fruit Merge and Sudoku, to maximize retention and leverage existing traffic.
  • User acquisition has significantly downscaled, with active creatives dropping from 30,000 in December 2024 to 5,000, and daily downloads falling from 1.5 million to 600,000.
Two & a Half GamersJul 2026
Cover of Designing Live Service Games | Design Club
105 min
Extra Credits105 min

Designing Live Service Games | Design Club

Live service games represent a fundamental shift in industry strategy, moving away from static, one-time experiences toward models defined by long-term engagement and recurring content updates.

  • Live service games shift the industry model from static, one-time experiences to long-term engagement loops driven by persistent progression and recurring content updates.
  • The core operational requirement for success is maintaining a consistent cadence of new features and events that evolve the game’s identity while utilizing telemetry to drive daily retention.
  • Developers must manage the tension between rigid production pipelines and the need for innovation by establishing specialized teams dedicated to post-launch product management.
Extra CreditsJul 2026
Cover of The Most Important Number in Unity’s D2C Launch Is Zero
43 min
GameMakers43 min

The Most Important Number in Unity’s D2C Launch Is Zero

Unity’s introduction of a free direct-to-consumer payment integration within its IAP SDK marks a strategic shift toward enabling developers to bypass traditional platform billing systems.

  • Unity’s IAP SDK, updated as of June 30, now enables developers to sell digital goods directly to players via web shops, bypassing exclusive reliance on Apple and Google app store payment flows.
  • Unity is positioning itself as a mediator for direct-to-consumer (D2C) payments by integrating third-party providers like Stripe and Coda, with plans to add Stash and others to its roadmap.
  • The primary strategic value of Unity’s D2C initiative is not just margin improvement, but the ability for developers to own first-party player data to optimize user acquisition and monetization.
GameMakersJul 2026
Cover of One Player Ran 10,000 Games on This Skillz App
20 min
PocketGamer.biz20 min

One Player Ran 10,000 Games on This Skillz App

Touch Mechanics, a two-person independent studio founded by brothers Carl and Grant Crossley, specializes in developing competitive mobile sports games for the Skillz platform.

  • Touch Mechanics utilizes a rapid iteration loop for their Skillz-based sports games, often producing a functional prototype in 2 weeks while spending up to 10 months refining the final product.
  • The studio prioritizes analog control schemes over digital inputs to ensure players feel direct agency, allowing for high-skill mastery that rewards players with a sense of personal achievement.
  • To maintain long-term engagement, the developers implement realistic variables like 'blind oil' conditions in bowling, which force players to adapt their playstyle during a warm-up period just as they would in a real-world setting.
PocketGamer.bizJul 2026
Cover of Steam Machine... Nobody Knows Who It's For
8 min
Deconstructor of Fun8 min

Steam Machine... Nobody Knows Who It's For

The recent pricing announcement for the latest iteration of the Steam Machine has positioned the hardware as a non-starter for the vast majority of the gaming market.

  • The Steam Machine is priced between $1,000 and $1,250, excluding the controller, making it significantly more expensive than current consoles like the PlayStation 5.
  • The hardware is limited to mid-range PC performance, often failing to reach 4K resolution and capping out at 1440p.
  • SteamOS compatibility issues prevent the device from running major titles that utilize anti-cheat software or exist outside the Steam ecosystem, such as Fortnite, Valorant, and GTA VI.
Deconstructor of FunJul 2026
Cover of Is Netflix the future of video game story-telling?
27 min
The Game Business27 min

Is Netflix the future of video game story-telling?

Netflix is actively expanding its footprint in the video game industry by leveraging its massive subscriber base of approximately 700 million users.

  • Netflix is leveraging its 700 million subscriber base to integrate interactive narrative experiences into its existing streaming ecosystem, targeting non-traditional gamers rather than competing with console manufacturers.
  • The company categorizes its gaming strategy into four distinct verticals: kids, party and puzzle, mainstream, and narrative.
  • Netflix’s internal Night School Studio launched 'Unhinged,' a 30-minute horror title that uses smartphones as controllers to test the viability of mobile-first, interactive storytelling.
The Game BusinessJul 2026
Cover of My.Games' $50m a year benchmark for new forever franchises
36 min
PocketGamer.biz36 min

My.Games' $50m a year benchmark for new forever franchises

My.Games maintains a robust portfolio of over 40 live titles by balancing the long-term management of established franchises like War Robots and Rush Royale with a rigorous, data-driven approach to new product development.

  • My.Games sets a $50 million annual revenue benchmark as the minimum threshold for any new game development project.
  • The company maintains a portfolio of over 40 live titles, including War Robots and Rush Royale, with War Robots recently achieving its best performance in nearly 20 years of operation.
  • My.Games has transitioned to a centralized R&D process that utilizes small teams, rapid prototyping, and shared success criteria to validate market potential before committing to full-scale investment.
PocketGamer.bizJul 2026
Cover of Rolling Together: Intergenerational Dungeons & Dragons, Onboarding, and Infrastructures of Care
Whitepaper18 pages

Rolling Together: Intergenerational Dungeons & Dragons, Onboarding, and Infrastructures of Care

This analysis explores intergenerational Dungeons & Dragons (D&D) play, examining how groups navigate diverse player needs and varying rules literacy to foster collaborative pleasure.

  • Enjoyment at intergenerational D&D tables is treated as a socially constructed, unevenly shared outcome rather than an automatic product of good game design, and the authors frame 'infrastructures of pleasurable inclusion' as the analytic lens for understanding how groups structure access to it.
  • Bonding is the most commonly cited reason for play, followed by creative storytelling and introducing newcomers to the hobby.
  • Onboarding flows in multiple directions across age and role rather than moving only from older to younger players, and the dominant teaching approach is progressive disclosure, with rules explained as needed (90 of 101 respondents).
DiGRAJul 2026

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