Skip to main content

Global reports and market data

9,183 documents·376 writers·28,548 charts and tables

Documents

Cover of Global Gaming Report 2025
Report29 pages

Global Gaming Report 2025

The "Global Gaming Report 2025" provides a comprehensive overview of the gaming industry's financial landscape in 2025, focusing on M&A, private placement, and public market activities.

  • The gaming industry saw $147 billion in M&A activity in 2025, headlined by the $83 billion Netflix-Warner Bros. merger and the $55 billion take-private acquisition of Electronic Arts.
  • Market valuation is increasingly driven by platform ownership and IP aggregation, with top-tier strategic players now commanding EV/EBITDA multiples exceeding 25x.
  • Capital deployment has become highly concentrated, with private placement rounds for AI-driven simulation and development tools consistently exceeding $100 million per transaction.
SP2 Analytics
Cover of Global Gaming Report Q1 2026
Report20 pages

Global Gaming Report Q1 2026

The "Global Gaming Report Q1 2026" provides a comprehensive analysis of the global gaming industry's financial and market performance during the first quarter of 2026, offering insights into investment trends, public market valuations, and regional dynamics.

  • M&A activity reached a 15-month peak in Q1 2026 with 51 transactions totaling over $100 billion, headlined by the Paramount acquisition of Warner Bros. Discovery and Savvy Games Group's purchase of Moonton.
  • Private financing remained steady with $785 million raised across 106 deals, showing a clear investor preference for AR/XR hardware and infrastructure over traditional software.
  • The Drake Star Gaming Index declined by 1.8 percent, driven by market weakness in Western regions and the mobile gaming sector.
Drake Star Partners
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

The "State of the Industry 2019: Mental Health in the Game Industry" document comprehensively examines the significant mental health challenges prevalent within the global game development sector, primarily focusing on the period leading up to 2019.

  • Systemic organizational failures, specifically the normalization of chronic overwork known as crunch, are the primary drivers of a pervasive mental health crisis and burnout among game developers.
  • Job instability caused by frequent layoffs and a lack of professional security creates a high-stress environment that threatens the long-term sustainability of the industry workforce.
  • Exclusionary workplace cultures—characterized by harassment and microaggressions toward women, LGBTQ+ individuals, people of color, and neurodivergent employees—stifle team creativity and degrade the quality of game content.
Take This
Cover of Gaming Trendz to Watch in 2025 and Beyond: Comprehensive Player Support Strategies
Report9 pages

Gaming Trendz to Watch in 2025 and Beyond: Comprehensive Player Support Strategies

This executive brief, "Gaming Trendz to Watch in 2025 and Beyond: Comprehensive Player Support Strategies," analyzes key trends shaping the video game industry and proposes strategies for player support.

  • The gaming industry is shifting toward a mobile-first, hardware-independent model, with mobile gaming now capturing 55% of the total market share.
  • Providing a diverse range of contact options for player support increases customer loyalty by 41%.
  • The Asia-Pacific region is projected to maintain a 10.9% compound annual growth rate through 2030, while Africa’s market is expanding six times faster than the global average.
TP
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 Q3 2015 Data Digest
Report32 pages

Q3 2015 Data Digest

This Q3 2015 data digest provides an analysis of the iOS app market, focusing on downloads, revenue, top publishers, and advertising insights.

  • Gaming remains the dominant App Store category, generating over 20 times the revenue of the next leading category.
  • Clash of Clans maintained its lead in Q3 2015, though Game of War significantly narrowed the revenue gap in the U.S. market.
  • Aggressive advertising on the Facebook network, particularly using high-production image and video assets, shows a strong correlation with increased revenue for gaming and lifestyle apps like those from ContextLogic.
Sensor Tower
Cover of The State of Card Battler Mobile Games 2021: An Analysis of the Card Battler Sub-Genre
Report26 pages

The State of Card Battler Mobile Games 2021: An Analysis of the Card Battler Sub-Genre

This analysis provides an overview of the mobile card battler sub-genre, examining its market landscape, top titles, and growth opportunities globally and specifically within the U.S. market.

  • The United States has become a critical growth market for card battlers, accounting for 27% of global player spending in the first half of 2021.
  • U.S. card battlers exhibit a revenue-per-download (RPD) nearly double the worldwide average and are experiencing the fastest RPD growth among all strategy sub-genres.
  • The market is currently dominated by established 'forever franchises' such as Yu-Gi-Oh! Duel Links and Hearthstone, alongside successful new entrants like Magic: The Gathering Arena.
Sensor Tower
Cover of An Analysis of Download Sources on Apple's App Store 2021
Report30 pages

An Analysis of Download Sources on Apple's App Store 2021

This report analyzes the sources of first-time app downloads on Apple's App Store, covering trends between 2018 and 2020, and segmenting data by app characteristics, categories, and time since launch.

  • Search is the primary discovery mechanism for the App Store, accounting for 59% of all first-time downloads in 2020.
  • Non-game applications rely heavily on search for user acquisition, with 70% of their total downloads originating from this channel.
  • App referrals for games grew from 26% in 2018 to 38% in 2020, driven largely by the hypercasual genre's reliance on cross-promotion.
Sensor Tower
Cover of Live-Streaming Trends Report: Q1 2026
Report34 pages

Live-Streaming Trends Report: Q1 2026

The "Live-Streaming Trends Report: Q1 2026" provides a comprehensive analysis of the global live-streaming landscape during the first quarter of 2026, examining platform performance, content consumption patterns, and emerging industry trends.

  • Live-streaming reached 17 billion hours watched in Q1 2026, with TikTok Live accounting for nearly 50% of total volume.
  • Non-gaming content now dominates the ecosystem, representing 63% of total viewership with News and Politics as the leading category.
  • Gaming engagement is shifting away from traditional esports structures toward mobile-friendly, community-centric, and creator-led events.
Stream Hatchet
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

Writers

Related topics