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Romanian Game Development Industry Report 2019
The 2019 Romanian Game Development Industry Report establishes that Romania’s gaming sector is rapidly maturing, delivering a notable economic contribution and expanding its global footprint. In 2018 the industry generated $188.5 million, marking a 19.2 % increase over the previous year, and employed more than 6,000 professionals across roughly 103 active entities, the majority of which are concentrated in Bucharest, Cluj‑Napoca and Timișoara. Seventy‑seven percent of these firms focus exclusively on game development, while a substantial share provides ancillary services such as quality assurance, publishing and testing for international publishers.
The ecosystem is highly diversified, ranging from small indie teams producing niche titles to multinational subsidiaries that co‑develop major franchises. Mobile and hyper‑casual games dominate commercial success, exemplified by Deep Byte’s titles surpassing ten million downloads and KillHouse’s “Door Kickers” achieving half‑a‑million sales. Romanian studios also contribute to console and PC projects, with Ubisoft Romania and EA’s testing division supporting flagship series. Emerging specializations in virtual reality and narrative‑driven experiences further broaden the sector’s capabilities.
Education remains in an early stage; only a few university programs address game design, limiting the pipeline of formally trained talent. Nonetheless, the industry benefits from a strong pool of creative and cross‑disciplinary professionals, fostering a growing record of internationally recognised releases. The analysis draws on data from SuperData, Newzoo, Goldstein Research and Dealroom, underscoring Romania’s position as an increasingly influential player in the global game development landscape.
- The Romanian game development industry generated $188.5 million in 2018, representing a 19.2% year-over-year growth.
- The sector employs over 6,000 professionals across approximately 103 active entities, primarily concentrated in Bucharest, Cluj-Napoca, and Timișoara.
- 77% of industry firms focus exclusively on game development, while the remainder provide ancillary services like quality assurance, testing, and publishing for international clients.
- Mobile and hyper-casual games drive significant commercial success, highlighted by Deep Byte titles exceeding ten million downloads and KillHouse’s 'Door Kickers' reaching 500,000 sales.
- Major multinational players, including Ubisoft Romania and EA, utilize local studios to support the development and testing of flagship console and PC franchises.
Rapport Annuel 2019 Entertainment
The 2019 annual report of the Canadian Entertainment Software Association (ALD) outlines the organization’s role as the principal advocate for Canada’s video‑game sector, emphasizing a strategic focus on member‑first principles, regulatory advocacy, and public perception. Central to its thesis is the conviction that a coordinated, policy‑friendly environment and heightened visibility of the industry’s economic contribution will sustain long‑term growth.
Key findings highlight a robust domestic market, with more than 23 million Canadians identified as regular gamers through a 2018 NPD Group survey that captured demographic, console usage and purchasing patterns. The “Jeux vidéo sur la Colline” event drew a record 250 participants, including 25 federal legislators, and featured leading publishers such as Ubisoft, Nintendo, EA and Xbox, underscoring the sector’s political engagement. ALD’s lobbying efforts included testimonies before multiple parliamentary committees and direct dialogue with Minister Navdeep Bains, reinforcing support for tax‑credit frameworks and innovation policies. Internationally, the association participated in the Global Video Game Associations Summit in Santa Monica, addressing issues like loot‑box regulation and the WHO’s inclusion of gaming disorder in ICD‑11.
Operational highlights for 2019 include the appointment of a new director of policy and a director of communications, a targeted media campaign that secured coverage in four major Canadian newspapers, and the launch of bilingual parental‑control tutorials in partnership with console manufacturers. Membership remained stable while two prominent publishers, Codename Entertainment and Kabam, joined the association, reflecting continued expansion of the member base. Overall, the report demonstrates ALD’s comprehensive advocacy, research, and outreach activities aimed at strengthening Canada’s video‑game ecosystem during the fiscal year.
- The Canadian video-game market remains robust, with a 2018 NPD Group survey identifying over 23 million regular gamers in Canada.
- The Entertainment Software Association (ALD) successfully engaged 25 federal legislators and major industry players including Ubisoft, Nintendo, EA, and Xbox during the 'Jeux vidéo sur la Colline' event.
- Lobbying efforts focused on securing tax-credit frameworks and innovation policies through direct dialogue with Minister Navdeep Bains and testimonies before parliamentary committees.
- The association expanded its membership base in 2019 by adding publishers Codename Entertainment and Kabam.
- ALD addressed international regulatory challenges, specifically loot-box legislation and the WHO’s classification of gaming disorder in the ICD-11, at the Global Video Game Associations Summit.
Annual Report 2018
Games Workshop achieved record-breaking financial performance during the 2017/18 fiscal year, characterized by a 39% increase in revenue to £219.9 million and a near doubling of operating profit to £74.6 million. This growth, which propelled the company into the FTSE 250, was primarily driven by the global success of the Warhammer brand and a 54% surge in the trade segment. With 76% of sales generated internationally, the company significantly expanded its Nottingham-based manufacturing and R&D facilities, doubling plastic injection molding capacity and increasing inventory levels to £20.2 million to meet rising global demand.
Strategic priorities focused on long-term infrastructure and digital engagement, including the implementation of a new ERP system and a successful relaunch of Warhammer 40,000 that drove 70 million digital community page views. Financial stability remained robust, with the company maintaining a debt-free position and increasing cash reserves to £28.5 million. While management monitored risks related to Brexit and supply chain interruptions, the return on capital rose from 72% to 120%. Governance remained stable, with the board defending the tenure of long-serving directors based on their deep industry expertise, while also implementing a revised remuneration policy to align executive pay with market rates following the year’s exceptional performance.
The company’s commitment to sustainability and compliance was evidenced by a reduction in greenhouse gas emissions through solar energy investments and the achievement of full GDPR compliance. Looking forward, the company remains focused on multi-channel retail growth and IP licensing opportunities. Independent auditors confirmed the integrity of the financial statements, noting that while inventory valuation and development costs require significant management judgment, the group remains a strong going concern with high liquidity and a clear trajectory for continued global expansion.
- Games Workshop achieved record financial performance in the 2017/18 fiscal year, with revenue increasing 39% to £219.9 million and operating profit nearly doubling to £74.6 million.
- The company’s growth was driven by a 54% surge in the trade segment and the global success of the Warhammer brand, which helped propel the firm into the FTSE 250.
- To support international demand, which accounted for 76% of total sales, the company doubled its plastic injection molding capacity and increased inventory levels to £20.2 million.
- Operational efficiency and capital allocation were highly effective, with the return on capital rising from 72% to 120% while maintaining a debt-free balance sheet with £28.5 million in cash reserves.
- Digital engagement initiatives, highlighted by the relaunch of Warhammer 40,000, generated 70 million page views on the company's community platform.
10 Years, 10 Highlights of Google Play
This analysis examines the ten-year trajectory of the Google Play Store, detailing its growth from January 2012 through August 2018. During this period, the platform facilitated nearly 330 billion downloads and generated over $85 billion in consumer spend. By August 2018, the ecosystem supported over 2.8 million available apps, with more than 5,000 individual titles surpassing $1 million in lifetime consumer spend. The findings exclude pre-installed applications and focus on worldwide performance, excluding China.
Geographic data reveals a significant divide between volume and monetization. India leads the world in total downloads with 36.9 billion, followed closely by the United States and Brazil. However, Japan represents the largest market by consumer spend, contributing $25.1 billion, which significantly outpaces the United States at $19.3 billion and South Korea at $11.2 billion. This revenue growth was heavily influenced by the 2012 introduction of in-app subscriptions and a 2017 policy change that reduced developer transaction fees for long-term subscribers, resulting in a 55% year-over-year increase in spend between 2016 and 2017.
The gaming sector remains a primary driver of engagement and revenue. Subway Surfers and Candy Crush Saga are identified as the most downloaded games of all time, while Monster Strike and Puzzle & Dragons lead in total consumer spend. Outside of gaming, Facebook-owned properties dominate the download charts, while communication and entertainment apps like LINE, Tinder, and Netflix lead in revenue. The analysis concludes with a forecast that Google Play consumer spend will reach $42 billion by 2022, representing a 90% increase from 2017 levels, driven by the continued evolution of video streaming, social platforms, and subscription-based monetization models.
- Between 2012 and 2018, the Google Play Store generated over $85 billion in consumer spend across 330 billion downloads, with a forecast to reach $42 billion in annual spend by 2022.
- Japan is the highest-earning market with $25.1 billion in lifetime spend, significantly outperforming the United States ($19.3 billion) and South Korea ($11.2 billion).
- India leads the platform in total volume with 36.9 billion downloads, highlighting a distinct global divide between high-volume emerging markets and high-monetization mature markets.
- In-app subscription policy changes, including a 2017 reduction in developer fees for long-term subscribers, triggered a 55% year-over-year increase in consumer spend between 2016 and 2017.
- Gaming remains the primary revenue driver, with Monster Strike and Puzzle & Dragons leading in lifetime spend, while Subway Surfers and Candy Crush Saga hold the highest download counts.
State of the Game Industry 2018
The 2018 State of the Game Industry report provides a comprehensive snapshot of the global game development landscape leading into GDC 2018. Based on a survey of nearly 4,000 game developers, the findings highlight a significant shift in platform preference, the maturation of the virtual reality market, and evolving monetization strategies. The survey sample primarily represents North America (63%) and Europe (22%), with a workforce largely composed of developers with three to ten years of experience.
A primary thesis of the findings is the resurgence of PC and console development at the expense of mobile platforms. While PC remains the dominant platform—with 60% of developers currently creating titles for it—interest in smartphones and tablets has slipped to 36%. The Nintendo Switch emerged as a major industry force; developer interest in the console (36%) surpassed both Xbox One and mobile. Furthermore, 28% of developers who launched on the Switch reported sales that exceeded their average on other platforms, and 73% expressed confidence that the Switch would outsell the Wii U.
The report indicates a cooling of enthusiasm for Virtual Reality (VR). For the first time in three years, faith in the long-term sustainability of the VR/AR business declined, with 29% of respondents expressing skepticism. While the HTC Vive remains the most popular headset for development, many creators believe VR will not reach the household penetration levels of traditional consoles until after 2030, if ever. Instead, 42% of developers anticipate that mobile-based immersive reality will be the dominant technology within five years.
Regarding business operations, the industry remains heavily reliant on self-funding, with 83% of developers using company or personal funds. Despite the public controversy surrounding "loot boxes," approximately 11% of developers plan to include paid item crates in their next projects. Marketing remains a largely internal effort, as less than a quarter of developers work with external publishers. Social media was identified as the most effective tool for game discovery, while eSports reached a record high in perceived long-term sustainability at 91%.
- PC remains the dominant development platform at 60%, while interest in mobile development has declined to 36%.
- The Nintendo Switch has become a major industry force, with 36% of developers expressing interest in the platform, surpassing interest in the Xbox One.
- Confidence in the long-term sustainability of VR/AR has declined for the first time in three years, with 29% of developers expressing skepticism and 42% predicting mobile-based immersive reality will be the dominant technology within five years.
- The industry remains largely self-funded, with 83% of developers relying on personal or company capital rather than external publishers.
- Despite public controversy, 11% of developers intend to include paid loot boxes in their upcoming projects.
Gaming Spotlight 2017 Review
The global gaming industry experienced a significant shift in 2017 as mobile gaming solidified its dominance over traditional platforms. Mobile consumer spending exceeded the combined total of home consoles, PC, Mac, and handheld consoles by more than one-third, representing a substantial increase from the single-digit margin recorded in 2016. While games accounted for less than 40% of total mobile app downloads, they generated nearly 80% of combined consumer spend on the iOS App Store and Google Play. This growth was primarily driven by the Asia-Pacific region, particularly China, Japan, and South Korea, which accounted for over 60% of all mobile game spending.
A critical trend identified throughout the year was the rise of live player-versus-player (PvP) and cooperative gameplay. For the first time in mobile history, the top two grossing games on both major app stores featured live PvP elements, a shift influenced by PC gaming heritage and the rising popularity of esports. In the United States, survey data from 3,991 gamers revealed that those engaging in live PvP or co-op modes skewed younger and male, played more hours per week, and were significantly more likely to spend money on titles compared to those playing single-player or turn-based games.
The handheld console market also reflected this shift toward multiplayer engagement, with four of the top five grossing titles supporting live PvP or co-op. Despite the continued strength of the Nintendo 3DS in 2017, the industry began transitioning toward hybrid and mobile platforms, evidenced by major franchises like Pokémon moving away from dedicated handhelds. Analysts concluded that the maturation of live multiplayer engagement, bolstered by the emergence of the battle royale genre, would remain the primary driver for industry growth and monetization moving into 2018.
- Mobile gaming solidified its market dominance in 2017, with consumer spending exceeding the combined total of home consoles, PC, Mac, and handhelds by more than one-third.
- Mobile games generated nearly 80% of total consumer spending on the iOS App Store and Google Play, despite accounting for less than 40% of total app downloads.
- The Asia-Pacific region, led by China, Japan, and South Korea, drove mobile growth by accounting for over 60% of all global mobile game spending.
- Live player-versus-player (PvP) and cooperative gameplay emerged as the primary monetization drivers, with the top two grossing games on both major app stores featuring live PvP elements for the first time.
- In the U.S., gamers who engage in live PvP or co-op modes play more hours per week and are significantly more likely to spend money on titles than those playing single-player or turn-based games.
Baromètre Annuel du Jeu Vidéo en France 2017
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- The global video game market is projected to grow from €60 billion in 2017 to nearly €80 billion by the end of 2021, with mobile gaming being the largest segment at €22.5 billion in 2017.
- The 'premium' economic model (paid-at-purchase with no additional content) has become dominant in 2017, adopted by 63.9% of studios, surpassing the free-to-play model which saw a significant 26.8-point decline.
- French video game companies are predominantly small, with an average of 29.5 full-time equivalent (FTE) employees in 2017, an increase of 3.2 FTE since 2016, though half of companies have 6 FTE or fewer.
- CDI (permanent contracts) remain the majority (60%) in the sector in 2017, increasing by 3.8 points from 2016, while the use of fixed-term contracts (CDD) also rose by 1.2 points.
- Developer studios are increasingly self-publishing, with 63% engaged in direct commercialization, though reliance on traditional publishers for expertise and resources remains necessary.
Mobile Gaming Benchmarks: 2018
The 2018 mobile gaming benchmark study analyzes performance across more than 60 000 titles that each attract at least 1,000 daily users, drawing on data from 850 million monthly active players over a full calendar year (July 2017‑June 2018). The methodology employs a dual presentation: an overall yearly view and genre‑specific breakdowns, with green, yellow, and red bands indicating top 15 %, median, and underperforming levels.
Retention metrics reveal that day‑28 retention peaks during the “cold and boring quarter” before Christmas, with top performers achieving 6.5‑7 % retention versus a median of only 1.5 %. Card, Casino, and Word games lead the field, each exceeding 6 % retention; Board and Trivia also perform well. Average session length follows a similar seasonal pattern, reaching roughly 15 minutes for top titles in winter compared to a median of 6.5 minutes, especially within Casino and Card genres where holiday engagement is strongest.
Monetization data show role‑playing games dominate ARPDAU, with leading titles earning 6–7 times the median and bottom performers generating none. Strategy games also outperform most other genres, achieving about twice the ARPDAU and conversion rates of their peers. Daily conversion rates for top‑15 % titles hover around 1.2 %, while the median sits near 0.4 % and bottom performers near 0.1 %.
The case study of Voodoo illustrates how a data‑driven acquisition and monetization pipeline can scale an indie studio into a top publisher. By scraping Play Store data, analyzing D1/D7 retention through GameAnalytics, and rapidly iterating on high‑potential titles, Voodoo launched multiple hits such as Paper.io (20 M+ downloads) and Helix Jump (310 M+). Rigorous KPI tracking and real‑time analytics enabled the studio to publish simultaneously while minimizing risk, demonstrating a scalable model for high‑performing mobile game portfolios.
- Top-tier mobile games achieve day-28 retention rates of 6.5–7% during the winter months, significantly outperforming the industry median of 1.5%.
- Role-playing games lead the market in ARPDAU, with top titles generating 6–7 times the revenue of the median performer.
- Strategy games consistently outperform the broader market, achieving double the ARPDAU and conversion rates of average mobile titles.
- Top-performing titles in the 85th percentile maintain a daily conversion rate of approximately 1.2%, while median titles struggle at 0.4% and bottom performers at 0.1%.
- Card, Casino, and Word games are the strongest performers for long-term retention, each maintaining rates exceeding 6%.
Spelutvecklarindex 2018
Framsida (collage) & fristående illustrationer: Anna Nilsson Text & analys: Johanna Nylander Dataspelsbranschen är en samarbetsorganisation för ANGI och Spelplan-ASGD. ANGI representerar förlag samt distributörer och Spelplan-ASGD representerar utvecklare Dataspelsbranschen | Swedish Games Industry Klara norra kyrkogata 31, Box 22307 SE-104 22 Stockholm Kontakt: [email protected] NYCKELTAL Förändring 2012-2017 Oms.
- The Swedish game industry's revenue reached 14,695 MSEK in 2017, continuing a strong growth trend from 3,715 MSEK in 2012.
- Employment in the Swedish game industry increased by 24% (1,047 full-time positions) in 2017, nearly doubling the 558 new positions from 2016, but companies still face recruitment challenges and a shortage of skilled developers.
- The number of women in the Swedish game industry has quintupled in six years, with women now making up 20% of all employees, and more women are taking leadership roles, such as Ebba Ljungerud becoming CEO of Paradox in August 2018.
- Swedish game companies are active in mergers and acquisitions, with notable examples in 2017 including THQ Nordic acquiring Black Forest Games and Pieces Interactive, and Starbreeze acquiring Dhruva Interactive and Enterspace AB.
- The industry benefits from diversified revenue streams like 'games as a service' (GaaS), microtransactions, and subscription models, leading to more stable income and higher valuations for publicly traded game companies.
Libro Blanco del Desarrollo Español de los Videojuegos
LIBRO CENTRO UNIVERSITARIO Fando Eurapeo de DE TECNOLOGIA Y ARTE DIGITAL Ung manere de hacer Eurapa Asociación Española de Empresas Productoras y Desarrolladoras de Videojuegos y Software de Entretenimiento 1 . INTRODUCCIÓN 05 2. CADENA DE VALOR DE LA INDUSTRIA DEL VIDEOJUEGO 07 2.1. Cadena de valor tradicional de la industria de videojuegos 08 2.2.
- The global gaming market had 1.231 billion active players by the end of 2013, representing over half of the world's internet-connected population and 17.5% of the total global population.
- The gamification business is projected for exponential growth, with Markets And Markets estimating a potential business of $5.5 trillion USD by 2018, growing at a 67.1% annual rate between 2013 and 2018.
- The Spanish video game sector increased employment by 29% in 2013, with 65% of contracts being permanent, making it a significant job creator for highly qualified young professionals.
- In 2012, the Russian video game industry generated $1.3 billion, a 30% increase from 2011, and its market is expected to double in the next three years to reach $1.5 billion.
- The UK offers R&D tax deductions for video game companies, with SMEs receiving a 225% enhanced deduction on their R&D investment.
Baromètre Annuel du Jeu Vidéo en France Edition 2018
The 2018 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the French gaming sector’s economic health, employment trends, and production landscape. Produced through a collaboration between the Syndicat National du Jeu Vidéo (SNJV) and IDATE DigiWorld, the study aims to capture the industry's current activity levels and future outlook. The methodology involved an online survey conducted between June and August 2018, targeting both SNJV members and non-member companies, including development studios, publishers, and service providers.
Key findings reveal a dynamic and predominantly independent industry, with 93% of studios identifying as independent. The sector is characterized by a strong entrepreneurial spirit, as 56% of development studios are less than five years old. Production remains robust, with 1,200 games in development during 2018, two-thirds of which represent new intellectual properties. Studios show a clear preference for PC development, followed by mobile and console platforms. Financially, the industry relies heavily on self-financing, though there is a growing reliance on public support mechanisms, with 62% of studios utilizing regional, national, or European aid.
Employment in the sector is marked by high qualification levels and steady growth. In 2018, the industry supported an average of 9.5 full-time equivalent employees per studio, with 86% of these roles held under permanent contracts. Projections indicate the creation of 650 to 850 new jobs annually, reflecting a positive outlook. Industry leaders express significant confidence in both their individual companies and the broader French gaming ecosystem, with 76% of respondents viewing France as an attractive territory for video game production. The report concludes that the industry is increasingly export-oriented, with 40% of studio revenue generated internationally.
- The French video game industry is overwhelmingly independent, with 93% of studios operating independently and 56% of development studios being less than five years old.
- In 2018, the sector had 1,200 games in active development, with two-thirds of these projects representing new intellectual properties.
- Public funding is a critical pillar of the industry, with 62% of studios utilizing regional, national, or European financial support mechanisms.
- The sector demonstrates strong export performance, with 40% of total studio revenue generated from international markets.
- Employment is stable and growing, with 86% of the average 9.5 full-time equivalent employees per studio held under permanent contracts.
Jahresbericht der Deutschen Games-Branche 2018
01 Gamer in Deutschland 6 02 Markt für Computer- und 12 .2 Umsätze mit virtuellen Gütern und Zusatzinhalten sowie Abonnements .3 Umsätze mit Gebühren für Online-Netzwerke 03 Games-Branche in Deutschland 22 .1 Beschäftigtenzahlen und Unternehmen .4 Die 10 Forderungen der Games-Branche 04 eSports 36 05 gamescom 40 06 Deutscher Computerspielpreis 42 07 Unterhaltungssof...
- The German games market generated 2.2 billion Euros in 2017, growing 10% from 2016. This growth was driven by a 21% increase in revenue from virtual goods and additional content (reaching 1.01 billion Euros) and a 57% increase in revenue from online network fees (reaching 179 million Euros).
- Smartphone gaming has surpassed PC as the most popular gaming platform in Germany, with 18.2 million smartphone gamers compared to 17.3 million PC gamers in 2017. Console gaming also saw significant engagement with 16 million players.
- The German games industry is largely mid-sized, with 90% of companies generating up to 5 million Euros in annual revenue. It also boasts a high export quota, with 46% of its revenue earned outside Germany, significantly higher than the music (9%) and film/TV (4%) industries.
- The market share of German game developments continues to decline, reaching 5.4% in 2017 (down from 6.9% in 2014). This is particularly evident in mobile gaming, where the share of German-developed apps dropped from 4.2% to 3.7% due to increased competition and high marketing costs.
- The gamescom event attracted over 355,000 visitors in 2017, maintaining its position as the world's largest event for games. The number of exhibitors also grew by 6% to 703.