Skip to main content

Market Analysis reports and market data

4,151 documents·391 writers·42,140 charts and tables

4,151 game industry reports, presentations and talks about market analysis from writers such as PocketGamer.biz, Deconstructor of Fun and Two & a Half Gamers, newest from 2026. Every document has a summary and key insights with the page they come from, and 42,140 charts and tables are extracted as data.

Documents

Cover of The Top 50 Mobile Game Makers of 2026 and Pokémon Unite ends service | Week in Mobile Games podcast
35 min
PocketGamer.biz35 min

The Top 50 Mobile Game Makers of 2026 and Pokémon Unite ends service | Week in Mobile Games podcast

PocketGamer.biz's annual Top 50 Mobile Game Makers list for 2026 places Scopely at the top, driven by the continued success of Monopoly Go, a summer resurgence for Pokémon Go, and an expansion into casual games through Loom Games.

  • Scopely tops PocketGamer.biz's 2026 Top 50 Mobile Game Makers list, driven by Monopoly Go's continued success, a summer resurgence for Pokémon Go, and expansion into casual games via Loom Games.
  • Roughly 37 of the 50 companies on the list have ties to Turkey, China or other Eastern markets through ownership, bases or partnerships, including most of the top ten.
  • An estimated 30 percent of mobile game revenue is reportedly shifting toward direct-to-consumer channels, which is harder to measure.
PocketGamer.bizOct 2026
Cover of TWIG #407: Roblox’s Steal Economy, Tim Sweeney Goes All In on AI and Xbox Loses Its COO
69 min
Deconstructor of Fun69 min

TWIG #407: Roblox’s Steal Economy, Tim Sweeney Goes All In on AI and Xbox Loses Its COO

Roblox's "steal" games dominate much of the current discussion around the platform's revenue and stock outlook.

  • Phil Black claims Roblox's 'steal' games such as Grow a Garden and Steal a Brainrot generated roughly half of Roblox's 2025 revenue, a figure the hosts push back on due to limited revenue visibility, and several top games have seen daily users fall by more than 90%, so these hits are seen as volatile compared with Roblox's evergreen titles.
  • Steam's AI disclosure data shows the share of releases disclosing AI use rising from about 10% in 2024 to roughly 34% year to date in 2026, with art as the most common application at around 80% of disclosures.
  • The hosts argue AI is advancing faster in engineering than in art, and that AI-assisted creation is already inevitable, with Tim Sweeney taking a clearly pro-AI position.
Deconstructor of FunOct 2026
Cover of Did removing Gears of War from PS5 backfire? – Mat Piscatella on consoles, Game Pass and GTA 6
71 min
The Game Business71 min

Did removing Gears of War from PS5 backfire? – Mat Piscatella on consoles, Game Pass and GTA 6

The conversation examines the state of the console and PC games market, drawing on Circana sales data and industry analysis. A central theme is how publisher release scheduling shapes the market.

  • Several major titles were moved out of late 2025, crowding September and October while leaving November open for GTA 6, a Zelda remake, and World of Warcraft, and the speakers suggest GTA 6 competes more with Fortnite, Minecraft and Roblox than with other premium releases.
  • Record purchase intent for GTA 6 among console and PC players is highlighted as a notable signal, though its effect on console hardware is uncertain given higher hardware and game prices than the GTA 5 era.
  • On Xbox, removing Call of Duty from Game Pass on day one roughly halved same-day player engagement, from about 28% to 14%, while the speakers attribute Call of Duty's weak momentum mainly to games that have not resonated with fans rather than subscription changes alone.
The Game BusinessOct 2026
Cover of Those ‘decompiling’ videos, iPhone Duo games, Bing Gordon talks EA, Zynga and AI plus plenty more
20 min
Mobilegamer.biz20 min

Those ‘decompiling’ videos, iPhone Duo games, Bing Gordon talks EA, Zynga and AI plus plenty more

This episode of the mobilegamer.biz podcast offers a weekly digest of mobile games industry news, delivered by founder and editor Neil Long.

  • Viral videos from data scientist Ayo Awotona claim to reverse-engineer Block Blast, Candy Crush Saga, and Subway Surfers to show how they profile players and tune difficulty and ad timing for monetisation; industry insiders may find the techniques unsurprising, but the videos may reinforce perceptions of mobile games as manipulative, and the named companies had not responded at recording time.
  • Tencent's Pokémon-like title Roco Kingdom, reportedly with around 300 million players in China, is heading to a Western closed beta with a full release planned for 2027.
  • Tencent's TiMi is closing Pokémon Unite after an estimated $75 million in lifetime revenue.
Mobilegamer.bizOct 2026
Cover of The Games Market Is Growing. Or Is It?
24 min
Deconstructor of Fun24 min

The Games Market Is Growing. Or Is It?

The global games market is experiencing a period of stagnation when adjusted for inflation, with real-term growth estimated at approximately 2% annually.

  • The global games market is experiencing stagnation, with real-term growth adjusted for inflation at only 2% annually despite higher nominal figures.
  • Market revenue is highly concentrated, with just five companies responsible for nearly all recent industry gains.
  • Consumer spending on PC and console platforms is heavily risk-averse, with 93% of revenue directed toward existing titles rather than new intellectual property.
Deconstructor of FunOct 2026
Cover of People Can’t Stop Playing These Games
40 min
GameDiscoverCo40 min

People Can’t Stop Playing These Games

The gaming industry is currently defined by a tension between entrenched player habits and the rapid, albeit cautious, integration of emerging technologies.

  • While 94% of large studios have integrated AI into production pipelines, adoption remains superficial and focused on general productivity rather than deep pipeline integration.
  • Player engagement remains heavily concentrated in established ecosystems like Roblox and Fortnite, though high-quality titles like War Dogs, Call of Duty: Modern Warfare 4, and Final Fantasy Resonance continue to capture significant market share.
  • AI-driven tools are accelerating the discovery of security exploits, forcing console manufacturers like Sony and Nintendo into a continuous, reactive battle against piracy on platforms including the PlayStation 5 and Switch 2.
GameDiscoverCoOct 2026
Cover of Kojima’s Physint: Sony’s Loss or Xbox’s Mistake?
15 min
Deconstructor of Fun15 min

Kojima’s Physint: Sony’s Loss or Xbox’s Mistake?

The recent transition of Hideo Kojima’s project, Physint, from Sony to Xbox highlights a growing tension between creative ambition and the fiscal realities of modern game development.

  • Sony terminated funding for Hideo Kojima’s 'Physint' project during pre-production due to concerns over budget inflation and missed development milestones.
  • Sony’s decision was driven by the commercial performance of Kojima’s recent titles, specifically 'Death Stranding,' which failed to meet high-revenue expectations with first-year sales of under 3 million units.
  • Xbox acquired 'Physint,' including its film and television rights, as part of a strategic pivot to expand gaming intellectual property into broader transmedia entertainment franchises.
Deconstructor of FunOct 2026
Cover of Don't Finish Your Game. Do This Instead.
14 min
Thomas Brush14 min

Don't Finish Your Game. Do This Instead.

The speaker argues that indie developers should stop treating a 1.0 launch as the finish line and instead treat their game as a platform: a continuously updated intellectual property that grows alongside a community.

  • The speaker argues indie developers should treat a 1.0 launch as the start of a continuously updated platform rather than the finish line, nurturing an existing audience instead of competing with the flood of new releases expected in 2027.
  • The thesis is based on personal experience and industry conversations rather than formal research, and is presented as a strategic perspective rather than established fact.
  • The example is Twisted Tower, which the speaker says has roughly 230,000 wish lists along with strong sales and reviews.
Thomas BrushOct 2026
Cover of EA shuts down BioWare and Supercell buys Metacore | Week in Mobile Games
28 min
PocketGamer.biz28 min

EA shuts down BioWare and Supercell buys Metacore | Week in Mobile Games

The mobile gaming industry is currently navigating a period of significant structural change, characterized by studio closures, strategic acquisitions, and a shift in how developers approach user acquisition and market viability.

  • Electronic Arts is closing BioWare and laying off approximately 400 employees to prioritize established live-service franchises like Apex Legends and Battlefield over high-budget single-player projects.
  • Supercell has fully acquired Metacore, the developer of Merge Mansion, to bring the title under direct management following a long-standing financial partnership.
  • Mika Games has launched a $10 million funding initiative specifically designed to support mobile studios during the soft-launch phase by financing user acquisition testing.
PocketGamer.bizOct 2026
Cover of Steam Next Fest is cooked! It's the slop right? It is cooked slop?
35 min
How To Market A Game35 min

Steam Next Fest is cooked! It's the slop right? It is cooked slop?

Steam Next Fest has evolved into a critical barometer for indie game success, driven by a surge in developer participation and the increasing accessibility of AI-assisted development tools.

  • Steam Next Fest functions as an amplifier for existing momentum rather than a discovery engine for unknown projects, making pre-event marketing essential for success.
  • Success is heavily dependent on genre selection, with strategy, simulation, and crafting-oriented games consistently achieving superior peak concurrent user counts and wishlist growth.
  • Platformer genres, including 2D, 3D, and puzzle variants, consistently struggle to capture significant player engagement compared to systems-driven titles.
How To Market A GameOct 2026
Cover of Blizzard’s Biggest BlizzCon in Years: Can They Deliver?
19 min
Deconstructor of Fun19 min

Blizzard’s Biggest BlizzCon in Years: Can They Deliver?

Blizzard’s recent product announcements represent a strategic pivot toward aggressive long-term content scheduling, likely intended to secure budgetary stability under Microsoft’s ownership.

  • Blizzard is shifting to an aggressive, multi-year content roadmap—including a new StarCraft shooter, Diablo 5, and World of Warcraft expansions—to demonstrate operational efficiency and secure budget stability under Microsoft.
  • The studio is diversifying the World of Warcraft franchise into three distinct SKUs (Retail, Classic, and Warcraft Forever) to increase average revenue per user and stabilize a subscriber base that has historically fluctuated between two and three million.
  • Analysts warn that managing three simultaneous live-service MMOs creates significant operational strain and development pipeline complexity for the Irvine-based team.
Deconstructor of FunOct 2026
Cover of GI Podcast | Landfall's Rebecca Lautner on Peak's 23 million sales and looking past friendslop
41 min
GamesIndustry.biz41 min

GI Podcast | Landfall's Rebecca Lautner on Peak's 23 million sales and looking past friendslop

Landfall Games has established a highly successful development model centered on rapid experimentation and creative autonomy, underscored by the 23 million units sold of its flagship title, Peak.

  • Landfall Games has achieved 23 million units in total sales for its flagship title, Peak, providing the financial stability necessary to pursue a project-focused business model.
  • The studio prioritizes rapid experimentation and short development cycles, exemplified by the creation of Content Warning in only one month.
  • Landfall rejects the industry-standard live service model and sequel-heavy development, instead focusing on a diverse portfolio of mechanic-driven, original projects.
GamesIndustry.bizOct 2026

Writers

Related topics