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Cover of Inside Vietnam’s Mobile Gaming Industry | Flappy Bird, Hybrid-Casual Games & D2C Payments
46 min
Tenjin46 min

Inside Vietnam’s Mobile Gaming Industry | Flappy Bird, Hybrid-Casual Games & D2C Payments

Vietnam has established itself as a formidable global force in mobile gaming, currently ranking second worldwide in export volume with nearly five billion annual downloads.

  • Vietnam is a top-five global publisher by volume, with nearly 5 billion mobile game downloads and a strong focus on simulation, puzzle, and arcade genres.
  • The industry is primarily bootstrapped, with founders retaining ownership and avoiding external capital, which allows studios to prioritize long-term development over rapid exits.
  • Most Vietnamese mobile games currently monetize through advertisements rather than in-app purchases, resulting in a reliance on tier-three markets in Latin America and the Middle East rather than tier-one countries.
TenjinJul 2026
Cover of King and the Xbox cuts, Meta's 'TikTok for games', alot of Scopely news, game closures, MTG, more
18 min
Mobilegamer.biz18 min

King and the Xbox cuts, Meta's 'TikTok for games', alot of Scopely news, game closures, MTG, more

The mobile games industry is currently navigating a period of significant structural realignment, marked by major workforce reductions at Xbox and a strategic pivot toward mobile-first engagement.

  • Microsoft is cutting 3,200 jobs across its Xbox division, with 1,600 layoffs announced immediately and the remainder occurring throughout the financial year, primarily impacting PC and console operations.
  • Meta has soft-launched 'Pocket,' an app that utilizes AI prompts to generate a TikTok-style feed of interactive mini-games, marking the company's latest attempt to enter the 'TikTok for games' market.
  • Pokémon Go has generated approximately $6.37 billion in lifetime in-app purchase revenue over its 10-year history, with 39% of revenue originating from the U.S. and 30% from Japan.
Mobilegamer.bizJul 2026
Cover of Why PlayStation Is Killing Discs (Despite The Fan Revolt)
20 min
Jason Schreier20 min

Why PlayStation Is Killing Discs (Despite The Fan Revolt)

PlayStation’s decision to discontinue physical disc production by 2028 has triggered significant consumer backlash, highlighting deep-seated concerns regarding digital game ownership, preservation, and the loss of the secondary market.

  • Sony will discontinue the production of physical PlayStation game discs starting in January 2028.
  • Transitioning to an all-digital model significantly increases Sony's profit margins; for a $70 first-party game, Sony keeps $70 on a digital sale compared to approximately $45.50 on a physical sale after retail cuts and manufacturing fees.
  • For third-party games sold on the PlayStation Store, Sony captures a 30% platform fee (roughly $21 per $70 game), whereas they only receive a $10.50 licensing fee for physical discs sold at retail.
Jason SchreierJul 2026
Cover of Epic CEO says AI disclosures are bad, Sony Says Disks are Dead, and other Shenanigans | Design Club
96 min
Extra Credits96 min

Epic CEO says AI disclosures are bad, Sony Says Disks are Dead, and other Shenanigans | Design Club

The gaming industry is currently undergoing a structural transformation characterized by a transition toward digital-only distribution and the integration of artificial intelligence in development workflows.

  • The shift toward a digital-only gaming ecosystem faces significant consumer backlash due to concerns over game preservation, archival access, and the lack of a robust digital ownership model.
  • Steam has implemented a disclosure policy requiring developers to specify the use of generative AI in their games, leading to a noticeable increase in such disclosures during the Summer 2024 Steam NextFest.
  • Industry experts distinguish between analytical AI, which has been used for decades in game development, and generative AI, which remains a point of contention regarding its impact on artistic integrity and labor.
Extra CreditsJul 2026
Cover of How the Future Looks Like for Grand Games
11 min
Deconstructor of Fun11 min

How the Future Looks Like for Grand Games

The Turkish mobile gaming sector has emerged as a global powerhouse, characterized by high-quality production standards and a robust, government-supported ecosystem.

  • The Turkish mobile gaming sector has established itself as a global powerhouse by proving that high-quality studios can compete internationally without relocating to traditional tech hubs like London or Helsinki.
  • Government-backed financial subsidies significantly de-risk startup development by covering partial marketing and tool expenses, effectively extending the operational runway for founders.
  • State support programs are highly effective because they are designed in direct consultation with entrepreneurs to ensure mechanisms remain practical and aligned with industry needs.
Deconstructor of FunJul 2026
Cover of Space Marine 2 developer: “We can just do AAA games smarter”
20 min
The Game Business20 min

Space Marine 2 developer: “We can just do AAA games smarter”

Saber Interactive, led by Chief Creative Officer Tim Willits, has established a successful business model centered on delivering high-quality, AAA-style experiences through disciplined scoping and operational efficiency.

  • Saber Interactive maintains a workforce of 3,500 employees and achieves AAA-quality output by strictly avoiding over-scoping and prioritizing operational efficiency.
  • The studio focuses on core gameplay loops, such as the swarm mechanics in World War Z, which helped the title reach over 30 million players.
  • Saber utilizes a flexible, non-siloed internal culture that allows talent to move dynamically between projects to optimize resource allocation.
The Game BusinessJul 2026
Cover of Can Performance Marketing Finally Work On Steam?
64 min
Naavik64 min

Can Performance Marketing Finally Work On Steam?

PC and console gaming are undergoing a fundamental shift as they transition from traditional, brand-heavy marketing toward the performance-driven acquisition models that have long dominated the mobile sector.

  • Performance-based marketing is projected to account for up to 50% of publisher marketing budgets within the next five years.
  • Empirical data from over 100 titles indicates that paid traffic on Steam is comparable in quality to organic traffic.
  • Studios are overcoming Steam's lack of native ad infrastructure by using mobile-first funnels, conversion APIs, and cross-device fingerprinting to track user acquisition.
NaavikJul 2026
Cover of Xbox To Cut 3,200 Jobs, Get Rid Of Five Studios
19 min
Jason Schreier19 min

Xbox To Cut 3,200 Jobs, Get Rid Of Five Studios

Microsoft has initiated a major restructuring of its Xbox division, characterized by the elimination of 3,200 positions and the divestiture of five studios.

  • Microsoft is cutting 3,200 jobs at Xbox, representing approximately 20% of its 16,000-person workforce, with 1,600 layoffs occurring immediately and the remainder scheduled over the next several months.
  • Xbox is divesting from five studios: Ninja Theory and Undead Labs are being sold, while Double Fine and Compulsion Games will spin off into independent, management-owned entities with rights to their own IP.
  • Arkane is entering a consultation process regarding its future due to French labor laws, as part of a broader strategy to move away from the 'limited integration' model of studio management.
Jason SchreierJul 2026
Cover of Xbox plans 3,200 job cuts, and will drop five acclaimed studios
12 min
The Game Business12 min

Xbox plans 3,200 job cuts, and will drop five acclaimed studios

Xbox is undergoing a significant corporate restructuring, characterized by approximately 3,200 job cuts—representing roughly 15% of its workforce—and the divestment of five critically acclaimed studios.

  • Xbox is cutting 3,200 jobs, representing approximately 15% of its total workforce, as part of a major corporate restructuring.
  • The company is divesting five studios: Double Fine and Compulsion Games are moving to independent management, while Ninja Theory, Undead Labs, and Arkane Lyon are seeking new ownership.
  • The restructuring shifts the company from a decentralized studio model to a centralized structure that prioritizes major franchises like Halo, Gears of War, and Fallout over smaller, independent-style projects.
The Game BusinessJul 2026
Cover of 🎮 Clash of Critters: Pokémon from Wish! Coin Looter + Pachinko + Idle RPG
45 min
Two & a Half Gamers45 min

🎮 Clash of Critters: Pokémon from Wish! Coin Looter + Pachinko + Idle RPG

Clash of Critters represents a strategic attempt to capture market share by blending coin-looter mechanics with idle RPG progression and social-casino raid features.

  • Clash of Critters currently generates approximately $200,000 in daily revenue, with its long-term viability dependent on a successful, full-scale launch in Asian markets.
  • The game utilizes a hybrid model that integrates pachinko-style coin-looter mechanics with idle RPG progression and social-casino raid features.
  • The project’s marketing strategy relied heavily on aggressive use of Pokémon intellectual property and AI-generated creatives to lower initial user acquisition costs, particularly in Japan.
Two & a Half GamersJul 2026
Cover of Libro Blanco del Desarrollo Español de Videojuegos 2025
Report87 pages

Libro Blanco del Desarrollo Español de Videojuegos 2025

The Spanish video game industry stands at a critical juncture, characterized by resilience and creative output despite a global climate of economic instability.

  • The Spanish video game industry generated €1,464 million in turnover and supports over 10,500 direct jobs, with Catalonia and Madrid acting as the primary development hubs.
  • Approximately 200 of the 820 active studios are currently at risk of closure due to project cancellations and workforce reductions, signaling significant vulnerability to international market volatility.
  • While 72% of studios have been operational for over five years, the industry faces a growth slowdown and a structural reliance on self-financing and single-project development models.
DEV – Asociacion Espanola de Empresas Productoras y Desarrolladoras de VideojuegosJul 2026
Cover of WeChat Mini-Games insights and the Love & Deepspace Valko controversy | Week in Mobile Games podcast
35 min
PocketGamer.biz35 min

WeChat Mini-Games insights and the Love & Deepspace Valko controversy | Week in Mobile Games podcast

The Chinese mobile gaming landscape is undergoing a rapid transformation, characterized by the explosive growth of WeChat Mini-Games.

  • WeChat Mini-Games are evolving into global franchises, with titles like 'Nobody's Adventure Chop-Chop' reaching 35 million monthly active users and $10 million in daily global revenue, while 'Legend of Mushroom' has generated $270 million globally.
  • Infold Games canceled the introduction of a sixth love interest for the game 'Love and Deepspace' following fan backlash over the character's perceived ties to an 'evil corporation' and the use of the number 731, which is associated with a sensitive historical war crime unit in China.
  • The shift toward a discless console future is accelerating, with industry analysts predicting that the next generation of hardware, such as the potential PlayStation 6, will likely be fully digital to reduce manufacturing costs and align with current digital-first sales trends.
PocketGamer.bizJul 2026

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