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Cover of Mobile App Trends: Vietnam 2026
Report21 pages

Mobile App Trends: Vietnam 2026

The "Mobile App Trends: Vietnam 2026" report analyzes app performance benchmarks and insights in Vietnam across gaming, finance, and entertainment verticals from January 2024 to March 2026.

  • Vietnam's mobile market is a top-tier global player, ranking 11th worldwide with 2.88 billion app downloads in 2025 and an 84% smartphone penetration rate.
  • Gaming is the leading vertical with 1.29 billion downloads in 2025, while a shift toward hybrid-casual and midcore titles drove a 15% year-over-year increase in session growth during Q1 2026.
  • The entertainment sector is experiencing rapid expansion, highlighted by a 271% year-over-year surge in short-form drama content downloads by late 2025.
Adjust
Cover of Video Game Market Update: Q2 2026
Report43 pages

Video Game Market Update: Q2 2026

The video game market in Q2 2026 presents a mixed landscape, characterized by robust growth in specific segments, a notable shift in investment priorities, and ongoing pressure on public gaming company valuations.

  • Private investment in the gaming sector surged sixfold year-over-year to $3.1 billion, with capital increasingly shifting away from content development toward infrastructure, AI, adtech, and immersive hardware.
  • The PC sector remains a primary growth driver with Steam recording a 13 percent year-over-year revenue increase, while the console market remains stagnant as Switch 2 gains offset declines in PlayStation and Xbox hardware.
  • Mobile gaming is facing a downturn, evidenced by a 4 percent contraction in gross revenue and a 12 percent decline in new installs, with top charts remaining stagnant due to a reliance on legacy titles.
Aream & Co
Cover of Essential Facts About the U.S. Video Game Industry: 2026
Report23 pages

Essential Facts About the U.S. Video Game Industry: 2026

The "Essential Facts About the U.S.

  • The U.S. video game industry reaches 212.3 million Americans, representing 67% of the total population.
  • The average American gamer is 37 years old, with a gender distribution that is nearly equal across all generations.
  • Gaming is a primary social activity, with 70% of players interacting with others and 81% of gaming parents playing alongside their children.
Entertainment Software Association
Cover of Direct-to-Consumer: A $17 Billion Market for Mobile Gaming
Report17 pages

Direct-to-Consumer: A $17 Billion Market for Mobile Gaming

The mobile gaming industry is undergoing a significant transformation, driven by a 2025 US court ruling that enabled direct in-app transactions, establishing direct-to-consumer (DTC) as a $17 billion market.

  • The mobile gaming direct-to-consumer (DTC) market has reached a valuation of $17 billion as publishers shift away from traditional app store ecosystems to reclaim platform fees.
  • The global in-app purchase market is projected to grow to $721.4 billion by 2034, signaling a long-term shift toward DTC distribution across the digital economy.
  • DTC models allow publishers to secure ownership of first-party player data, which is being used to drive long-term retention and competitive differentiation.
Appcharge
Cover of Is There a Shift from Content to Tech Startups Among Gaming VCs?
Report4 pages

Is There a Shift from Content to Tech Startups Among Gaming VCs?

The analysis examines whether there is a shift in venture capital investment from content-focused to technology-driven startups within the gaming industry.

  • Content creators and publishers remain the primary focus of gaming VC, accounting for over half of all capital deployed (approximately $1.76 billion) and the majority of deal volume across all stages.
  • Gaming-focused VC funds, including VENTURES, BEHOLD Venture, and Lightspeed Lvp., significantly increased their activity between 2020 and H1 2024, with capital deployed rising from $1.3 billion to over $2.4 billion.
  • The number of VC-led funding rounds grew substantially from 67 in early 2020 to 289 by H1 2024, reflecting an overall increase in investment activity.
InvestGame
Cover of Europe’s Gaming Consolidators: The Magnificent Seven Post-M&A Rush
Report10 pages

Europe’s Gaming Consolidators: The Magnificent Seven Post-M&A Rush

The document analyzes the M&A strategies of seven prominent European gaming consolidators between 2020 and 2024, collectively referred to as the "Magnificent Seven."

  • Between 2020 and 2024, seven major European gaming consolidators deployed $19 billion across over 140 deals, with mienn Easybrain Group accounting for 78 deals totaling $14.1 billion.
  • Aggressive inorganic growth strategies failed to deliver sustainable shareholder value, as evidenced by a market cap collapse from a $25.5 billion peak in April 2021 to approximately $5.4 billion.
  • Share prices for the primary acquirers corrected significantly, falling 30–70% from December 2019 levels as valuation multiples contracted from highs of 30× EV/NTM revenue.
InvestGame
Cover of The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees
Report6 pages

The Alumni Effect: Studios Founded by Ex-Activision, Blizzard, and King Employees

The analysis examines the "alumni effect" within the gaming industry, specifically focusing on studios founded by former employees of Activision, Blizzard, and King (collectively, ex-ATVI).

  • Between 2020 and 2024, 30 studios founded by former Activision Blizzard employees secured approximately $0.7 billion in venture capital across 45 funding rounds.
  • Ex-Activision studios demonstrate a 'first-round momentum' effect, being roughly four times more likely than peer startups to secure a second round of financing within the same calendar year.
  • Investor confidence in alumni teams peaked in 2021, when 43% of ex-Activision studios raised a subsequent round compared to only 9% of broader gaming startups.
InvestGame
Cover of Public Mobile Gaming Publishers: Resilience & Adaptation in a Shifting Landscape
Report7 pages

Public Mobile Gaming Publishers: Resilience & Adaptation in a Shifting Landscape

The mobile gaming industry has experienced significant shifts following years of rapid expansion and a pandemic-driven surge, encountering tougher conditions in the post-IDFA era.

  • Aggregate market capitalization for major mobile gaming publishers has plummeted by more than 50% since January 2022, with most stocks remaining below pre-IDFA valuation peaks.
  • User acquisition costs have surged to as high as $40 million per firm, while diminishing returns on these campaigns have compressed EBITDA margins and forced a shift toward cost control.
  • MTG outperformed the broader market with a 50%+ share price increase and 9% organic growth in Q4 2024, driven by disciplined M&A and operational efficiency.
InvestGame
Cover of Enabling Growth: Cohort User Acquisition Financing
Report11 pages

Enabling Growth: Cohort User Acquisition Financing

The mobile gaming market is experiencing a rebound, with a projected 4% growth in 2025, driven by innovations in in-app advertising (IAA), AI-powered AdTech, rewarded ad platforms, multiplatform adaptability, and IP licensing.

  • Mobile gaming is projected to grow at a 5.0% CAGR from 2020 to 2025, supported by a 16.2% increase in in-app advertising and AI-driven ad tech.
  • Cohort-based UA financing allows studios to fund up to 80% of monthly acquisition costs by leveraging future revenues, providing an alternative to scarce venture capital.
  • Studios utilizing cohort-based financing have demonstrated the ability to increase monthly marketing spend by 16–38% while maintaining founder control over equity and IP.
HPvX Partners
Cover of The 2025 Benchmark Report: Roblox Platform Trends
Report31 pages

The 2025 Benchmark Report: Roblox Platform Trends

The 2025 Benchmark Report on Roblox Platform Trends analyzes aggregated data from thousands of top Roblox titles to provide developers with critical insights into player engagement, retention, and monetization.

  • Games with median session lengths under six minutes suffer from negligible Day-1 retention of approximately 6% and ARPPU below $1, while top-tier titles achieve ARPPU exceeding $6 with average transaction values of $3–$4.
  • The top 5% of Roblox games generate over $20 per day from a single player, demonstrating that sustained engagement is the primary driver of high-value monetization.
  • Platform discovery algorithms prioritize games with consistent 7-day spend and high engagement, causing low-engagement titles to fall below 5% Day-1 and 2% Day-7 retention.
InvestGame
Cover of The Rise of the Financial Kingmakers: Private Equity’s $21B+ Bet on Gaming
Report9 pages

The Rise of the Financial Kingmakers: Private Equity’s $21B+ Bet on Gaming

Private equity (PE) firms have invested over $21.1 billion in the gaming industry through 68 deals from 2018 to the present, indicating a significant and growing financial interest in the sector.

  • Private equity firms deployed over $21 billion into the gaming sector between 2018 and mid-2025, with annual deal values consistently surpassing $1 billion.
  • Control acquisitions represent the primary investment strategy, accounting for approximately 60% of total capital deployed in the sector.
  • Content creation studios holding strong IP portfolios are the most targeted assets, securing 42 of the 68 total private equity-led deals identified.
InvestGame
Cover of The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA
Report8 pages

The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA

The document analyzes investment trends in gaming studios founded by alumni of Take-Two Interactive and its subsidiaries between 2020 and 2025 year-to-date.

  • Former Take-Two senior executives founded 23 startups between 2020 and 2025, securing $1.2 billion in capital across 43 deals.
  • Dream Games, a prominent alumni-led studio, achieved a $2.5 billion exit in July 2025, highlighting the high valuation potential of these ventures.
  • Alumni-led firms significantly outperform industry benchmarks, with a 60% rate of raising a second funding round within one year compared to the 20% industry average.
InvestGame

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