Skip to main content

Market Analysis reports and market data

4,263 documents·455 writers·42,140 charts and tables

Documents

Cover of East vs. West: Monetization Trends
Report5 pages

East vs. West: Monetization Trends

Mobile gamers in Eastern markets demonstrate higher spending frequency and larger average purchase amounts compared to their Western counterparts.

  • Eastern mobile gamers demonstrate a significantly higher propensity for large transactions, with 76% of purchases exceeding $10 compared to only 42% in Western markets.
  • Western mobile gamers are more likely to make small-scale purchases, with 8% of spenders in the West opting for transactions under $5, contrasted with 30% in the East.
  • Monetization strategies in the West should prioritize value-based bundles, as these resonate more effectively with the purchasing preferences of Western players.
Mistplay
Cover of AI in MTG: Moving Beyond Theory
Presentation16 pages

AI in MTG: Moving Beyond Theory

The document, "AI in MTG: Moving Beyond Theory," outlines a strategic integration of AI across the entire game development lifecycle, emphasizing its role in enhancing efficiency, reducing costs, and accelerating content delivery.

  • Adopting an 'AI-first' development approach enabled the launch of five new mobile games in 2026, facilitating rapid iteration and simultaneous production of specialized content.
  • AI integration has achieved significant operational efficiencies, including a 99% reduction in marketing asset costs and an 80% time saving on influencer spotlight production.
  • Data analysis turnaround times have been reduced by 75% by utilizing AI agents to query large-scale datasets, allowing analysts to focus on high-level strategy.
Modern Times Group
Cover of CESA Game Industry Report 2025: Launch Seminar Report
Report6 pages

CESA Game Industry Report 2025: Launch Seminar Report

The CESA Game Industry Report 2025 Launch Seminar provided a multi-faceted analysis of the Japanese game industry, focusing on policy, technology, and human resources.

  • The Japanese government has set a strategic target to reach 20 trillion yen in overseas content industry sales by 2033.
  • Approximately 50% of domestic game companies have integrated generative AI into their internal development pipelines.
  • Industry adoption of generative AI remains bifurcated, with high usage in production workflows but a cautious, risk-averse approach toward AI-generated content delivered to end-users.
CESA – Computer Entertainment Supplier's Association
Cover of Bilan du Marché Français: 2025
Report39 pages

Bilan du Marché Français: 2025

The French video game market experienced robust growth in 2025, reaching €5.8 billion, marking its second-highest historical performance with a 2.9% increase.

  • The French video game market reached €5.856 billion in 2025, a 2.9% year-over-year increase and the second-highest revenue in the industry's history.
  • Mobile gaming experienced an 11% surge to reach €1.792 billion, with free-to-play models accounting for 94% of that sector's total revenue.
  • Market share is distributed across consoles (44%), mobile (31%), and PC (26%), with software sales—driven by digital content and microtransactions—comprising over two-thirds of total revenue.
SELL – Syndicat des Éditeurs de Logiciels de Loisirs
Cover of Videogiocatori in Italia
Report2 pages

Videogiocatori in Italia

This document presents a summary of findings from a survey of 1,012 Italian active weekly video game players, drawn from a larger global sample of 12,847 players across 12 countries.

  • 69% of Italian gamers report that interactive entertainment stimulates the mind and improves teamwork capabilities.
  • Gaming is primarily utilized as a tool for stress relief, anxiety reduction, and the enhancement of cognitive skills like creativity and problem-solving.
  • Approximately 50% of Italian gamers engage in online multiplayer sessions on a weekly basis, highlighting the medium's role as a social platform.
IIDEA
Cover of Video Games as a Tool for Mental Resilience: Italy
Report1 page

Video Games as a Tool for Mental Resilience: Italy

The study explores the role of video games in fostering mental resilience among players in Italy, comparing findings with global data.

  • Gaming is a primary tool for mental health in Italy, with 71% of players using it to reduce stress, 60% to manage anxiety, and 49% to combat isolation.
  • The Italian gaming demographic is older than often assumed, with the 65+ age group representing 24% of players and the 45-54 bracket accounting for 21%.
  • Mobile devices are the dominant gaming platform in Italy, utilized by 59% of the population compared to consoles and computers.
IIDEA – Italian Interactive Digital Entertainment Association
Cover of Gamer Motivation Profile: Empirical Research and Data Insights
Whitepaper14 pages

Gamer Motivation Profile: Empirical Research and Data Insights

The document outlines a comprehensive gamer motivation profiling system developed through psychometric techniques, specifically factor analysis.

  • The Gamer Motivation Profile utilizes a dataset of over 1.75 million global participants to categorize player behavior into twelve distinct motivational drivers across six primary clusters.
  • The psychometric model employs factor analysis to link player demographics, such as age and gender, with specific gaming preferences to enable precise audience segmentation.
  • Developers can use the framework to compare individual game franchises against broader genre benchmarks to identify how specific titles deviate from industry norms.
Quantic Foundry
Cover of Gamer Motivation Profile: Empirical Research Methodology
Presentation20 pages

Gamer Motivation Profile: Empirical Research Methodology

This document outlines the empirical research methodology behind a gamer motivation model, developed through psychometric techniques like factor analysis.

  • The Gamer Motivation Profile categorizes player behavior into twelve distinct factors grouped into six thematic clusters: Action-Social, Mastery-Achievement, and Immersion-Creativity.
  • The model is built on a global dataset of over 1.25 million unique gamers, providing a statistically significant foundation for analyzing player engagement.
  • The participant demographic is 74% male, 22% female, and 3% non-binary, with a median age of 23 and a primary geographic concentration in North America (33%) and Western Europe (14%).
Quantic Foundry
Cover of Financial Highlights: 1st Half of FY2016
Report2 pages

Financial Highlights: 1st Half of FY2016

Koei Tecmo Holdings' financial results for the first half of fiscal 2016 (April to September 2016, fiscal year ending March 2017) show modest growth in sales and operating profit, driven almost entirely by the Entertainment segment, alongside a weaker bottom line and a smaller balance sheet.

  • Net sales for the first half of FY2016 rose 9.3% year-over-year to ¥38,332 million, driven by a 10.9% increase in entertainment segment sales to ¥34,713 million.
  • Operating income grew 11.0% to ¥11,069 million, supported by strong entertainment segment performance despite declines in the pachislot and pachinko business.
  • Net income for the full year reached ¥11,000 million, representing a 1.3% increase despite a 6.8% decline recorded during the first half.
Koei Tecmo
Cover of Financial Highlights: Q1 FY2018
Report2 pages

Financial Highlights: Q1 FY2018

Koei Tecmo Holdings posted a strong first quarter for the fiscal year ending March 2019 (FY2018), with sharply higher sales and operating profit but lower bottom-line earnings.

  • KOEI TECMO HOLDINGS reported a 24.4% year-over-year increase in net sales to ¥38.9 billion for Q1 FY2018, driven primarily by a 27.9% rise in entertainment segment revenue to ¥35.4 billion.
  • Operating income surged 133.0% to ¥11.7 billion, fueled by a 162.2% jump in entertainment operating profit to ¥10.9 billion.
  • Net income grew 7.2% to ¥13.0 billion, despite an 8.5% decline in income before taxes and minority interests.
Koei Tecmo
Cover of Monthly Declaration Report: Nacon March 2023
Report1 page

Monthly Declaration Report: Nacon March 2023

Nacon, the French video game publisher, filed its monthly declaration of share buyback activity for March 2023 under the AMF framework for treasury share programs.

  • As of March 31, 2023, Nacon held 69,558 shares in treasury, representing 0.08% of its total issued capital.
  • Nacon executed a net reduction of 1,294 shares in its treasury holdings during March 2023.
  • Total market activity for the month consisted of 56,177 shares purchased and 57,471 shares sold.
Nacon
Cover of Annual Consolidated Financial Statement: 2021
Report87 pages

Annual Consolidated Financial Statement: 2021

PCF Group S.A. (People Can Fly), a Warsaw-based video game developer, presents consolidated IFRS financial statements for calendar 2021, approved for publication on 21 April 2022 and reported in PLN.

  • Net cash flow from operating activities significantly increased to 59,254 thousand PLN in 2021, up from 15,762 thousand PLN in 2020.
  • The company's profit before tax more than doubled, reaching 64,441 thousand PLN in 2021 compared to 26,658 thousand PLN in 2020.
  • Net profit from continuing operations also saw substantial growth, increasing to 61,326 thousand PLN in 2021 from 24,579 thousand PLN in 2020.
PCF Group

Writers

Games and companies

Related topics