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Global reports and market data

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Cover of The Video Game Industry: A Resource for Organizers
Report31 pages

The Video Game Industry: A Resource for Organizers

The video game industry is a rapidly expanding global sector, projected to reach nearly half a trillion dollars by 2028, surpassing the film and video industry in scale.

  • The global video game industry is projected to reach a market valuation of $435 billion by 2028, supported by a workforce of over 330,000 employees.
  • Nearly 80 percent of surveyed industry employees support unionization as a response to systemic labor instability and workplace grievances.
  • Market consolidation, driven by aggressive mergers and acquisitions by major corporations like Tencent, has reduced worker bargaining power and increased employment precariousness.
UNI Global Union
Cover of Power of Play: 2025 Global Video Games Report
Report33 pages

Power of Play: 2025 Global Video Games Report

The "Power of Play: 2025 Global Video Games Report" asserts that video games are a multifaceted medium, primarily driven by the pursuit of fun, yet offering substantial benefits beyond entertainment.

  • Video games are now a primary tool for mental health, with a majority of 24,000 surveyed gamers across 21 countries reporting that gaming effectively mitigates anxiety and isolation.
  • Gaming is a catalyst for cognitive development, with players demonstrating measurable improvements in creative thinking, complex problem-solving, and collaborative teamwork.
  • High-stakes industries including medicine, aviation, and retail are increasingly adopting simulation-based training and augmented reality to improve decision-making and technical precision.
Entertainment Software Association
Cover of The Investigation of Pandemic Impact on Global Gaming Market
Whitepaper6 pages

The Investigation of Pandemic Impact on Global Gaming Market

The document investigates the varied impacts of the COVID-19 pandemic on the global gaming market, focusing on China, the United States, and Japan.

  • The Chinese gaming market experienced an initial 25% revenue surge in early 2020, but subsequent regulatory constraints on ISBN licensing triggered industry consolidation and the closure of numerous small-to-medium-sized studios.
  • Major U.S. gaming and hardware firms saw positive cumulative average abnormal returns of 7.66% during the pandemic, driven by increased demand from stay-at-home mandates.
  • The Japanese gaming market bucked the global growth trend, suffering a statistically significant decline in stock prices, particularly within the mobile gaming sector.
University of New South Wales
Cover of Bandai Namco Group Fact Book
Report18 pages

Bandai Namco Group Fact Book

The Bandai Namco Group Fact Book provides a comprehensive overview of the company's financial performance, strategic initiatives, historical development, and commitment to ESG principles, primarily covering the period leading up to and including FY2025.3.

  • Bandai Namco Group reported consolidated net sales of ¥1,241,513 million for the fiscal year ending March 2025.
  • The Toys and Hobby unit is the company's primary revenue driver, accounting for 45.2% of total sales, followed by the Digital unit at 34.5%.
  • The group maintains its market position through an IP-led strategy centered on iconic franchises including Gundam, PAC-MAN, Tamagotchi, and ELDEN RING.
Bandai Namco
Cover of Mobile Games: Placing Smartphone and Tablet Gaming in Perspective of the Total Games Market 2012
Report12 pages

Mobile Games: Placing Smartphone and Tablet Gaming in Perspective of the Total Games Market 2012

This report analyzes the global mobile games market in 2012, providing a comprehensive overview of smartphone and tablet gaming within the broader context of the total games market.

  • Mobile gaming became a primary revenue driver in 2012, with two out of every three dollars spent on smartphones and tablets allocated to games.
  • Free-to-play (F2P) models dominated the market, accounting for 70% of all iOS revenue in the US and Europe by the end of 2012.
  • The global mobile gaming audience reached over 500 million users by the end of 2012, with 175 million identified as paying players.
Newzoo
Cover of The eSports Economy: Trends, Audience and Revenue Growth Towards 2017
Report25 pages

The eSports Economy: Trends, Audience and Revenue Growth Towards 2017

This document, "The eSports Economy: Trends, Audience and Revenue Growth Towards 2017," analyzes the burgeoning eSports market, detailing its audience demographics, revenue streams, and growth projections.

  • The eSports enthusiast base is projected to exceed 100 million by 2017, maintaining a 20% compound annual growth rate between 2012 and 2017.
  • Approximately 40% of eSports viewers are spectators who do not actively play the games they watch, indicating a shift toward viewing as a standalone entertainment medium.
  • Streaming platforms are central to the industry's infrastructure, exemplified by Twitch reaching 100 million unique monthly viewers in 2014.
Newzoo
Cover of PC Gaming: Power to the People
Report24 pages

PC Gaming: Power to the People

The PC gaming market is a dominant and innovative force within the global games industry, projected to generate $27.6 billion this year, representing 39% of the total market and exceeding TV/console revenues.

  • PC gaming leads the global interactive entertainment industry with a 39% market share, generating $27.6 billion in annual revenue from a base of approximately 900 million players.
  • The free-to-play business model is the primary financial driver for the sector, with revenues projected to reach $13.3 billion by 2016.
  • The core PC and MMO gaming segment consists of 168 million players, with significant growth occurring in the APAC and LATAM regions.
Newzoo
Cover of VR Games Market Report: An Overview and Outlook of Virtual Reality
Report44 pages

VR Games Market Report: An Overview and Outlook of Virtual Reality

The VR Games Market Report provides a comprehensive overview and outlook of the virtual reality gaming sector, asserting that gaming is the primary catalyst for VR market expansion.

  • The global VR gaming market is projected to reach $3.2 billion in annual revenue by 2024, more than doubling current figures.
  • The active hardware install base for VR is expected to grow to 46 million units by 2024, driven primarily by the adoption of affordable, standalone six-degree-of-freedom headsets.
  • Industry growth is shifting toward hybrid monetization models, moving away from one-time purchases to incorporate subscriptions, DLC, and in-game microtransactions.
Newzoo
Cover of The Rise of Battle Royale: An Overview of the Hottest Game Genre
Report22 pages

The Rise of Battle Royale: An Overview of the Hottest Game Genre

The battle royale genre, characterized by survival, exploration, scavenging, and last-man-standing gameplay, has rapidly emerged as a dominant force in the gaming industry, blending elements from survival games and first-person shooters.

  • The battle royale genre has achieved mainstream dominance by distilling survival and shooter mechanics into a highly replayable, spectator-friendly format.
  • PUBG and Fortnite serve as the genre's primary anchors, with PUBG maintaining a strong foothold in Asian markets through partnerships with Tencent, while Fortnite captures a broader Western audience via a free-to-play model and cross-platform integration.
  • The mobile sector is a primary growth driver, led by publishers like NetEase and Tencent who have successfully launched mobile-optimized versions of major titles to capitalize on mobile-first gaming cultures.
Newzoo
Cover of Understanding the iPhone: Current Usage and Trends
Report15 pages

Understanding the iPhone: Current Usage and Trends

This document provides an overview of iPhone usage and trends globally as of July 2017, coinciding with the iPhone's 10th anniversary.

  • As of July 2017, there are 730 million active iPhones worldwide, representing approximately 10% of the global population.
  • 61% of all iPhones ever sold since the 2007 launch remain in active use, with 82% of those active devices released in 2014 or later.
  • China is the largest market for iPhone adoption with 243 million active users.
Newzoo
Cover of Betting on Billions: Unlocking the Power of Mobile Gamers
Report25 pages

Betting on Billions: Unlocking the Power of Mobile Gamers

The document, "Betting on Billions: Unlocking the Power of Mobile Gamers," aims to highlight the untapped potential of mobile gamers as a lucrative audience for brands and advertisers.

  • Mobile gamers are 23% more likely than non-gamers to influence the purchasing decisions of their peers, family, and colleagues.
  • Gaming is the third-most-popular app category globally, with 50% of surveyed users engaging with games on a weekly basis.
  • Over half (53%) of mobile gamers report that they are receptive to advertising, viewing it as a helpful way to stay informed about products and services.
Newzoo
Cover of How Brands Can Use Data to Be Successful in Games & Esports
Report33 pages

How Brands Can Use Data to Be Successful in Games & Esports

The document, "How Brands Can Use Data to Be Successful in Games & Esports," asserts that data-driven strategies are essential for brands to effectively engage with the global gaming and esports market, which encompassed 2.8 billion gamers in 2020.

  • Brands must abandon the monolithic view of gamers and instead use granular consumer data to segment the audience by specific titles, demographics, and regional cultural preferences.
  • Successful market entry requires moving beyond simple player counts to analyze multi-platform metrics, including social sentiment and viewership trends.
  • Data-driven strategies should be used to identify authentic partnership opportunities with professional teams and influencers rather than relying on speculative investments.
Newzoo

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