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Cover of Golden TWIG 2025: Gaming's Real Awards Show
67 min
Deconstructor of Fun67 min

Golden TWIG 2025: Gaming's Real Awards Show

The gaming industry in 2025 is defined by a stark divergence between the scaling success of platform-based ecosystems and the systemic instability of traditional high-budget publishing.

  • Roblox has become a primary industry growth engine, recording a 70% year-over-year increase in daily active users and challenging traditional high-budget publishing models.
  • Established publishers including Ubisoft, Warner Bros. Games, and Amazon Game Studios are experiencing significant commercial and reputational erosion, while high-budget titles like Concord and Splitgate 2 have failed to meet modern player expectations.
  • Market success is increasingly driven by smaller-budget titles with innovative mechanics, such as Clover Pit and Animal Company, rather than the speculative, high-capital models that led to instability at firms like Forte, Bungie, Dream Haven, and TheoryCraft.
Deconstructor of FunDec 2025
Cover of Unity shenanigans, Space Ape postmortem, your games of the year, 2025 wrapped, more
19 min
Mobilegamer.biz19 min

Unity shenanigans, Space Ape postmortem, your games of the year, 2025 wrapped, more

The mobile gaming industry is currently navigating significant shifts in corporate strategy, consolidation, and monetization models.

  • Unity is reportedly introducing a new 'Enterprise minimum commitment' fee for studios with over $25 million in annual gross revenue, with costs scaling from $250,000 for $25M+ earners up to $2 million for those exceeding $250M in revenue.
  • Supercell completed its acquisition of Space Ape Games in November 2024, rebranding the studio as Supercell London and tasking it with applying lean live-ops expertise to legacy titles like Hay Day and Boom Beach.
  • Space Ape Games' history under Supercell involved testing approximately 25 different games and numerous prototypes, a process that highlighted the studio's struggle to focus on winners and kill underperforming projects quickly enough.
Mobilegamer.bizDec 2025
Cover of Interview with Nex CEO David Lee: “We want a Nex Playground in every living room”
30 min
The Game Business30 min

Interview with Nex CEO David Lee: “We want a Nex Playground in every living room”

Nex, a technology company founded by former Apple developer David Lee, has successfully entered the home console market with the Nex Playground, a camera-based, motion-controlled gaming system.

  • Nex has scaled the Nex Playground from an initial 5,000 units in 2023 to over 600,000 units sold by late 2025.
  • The platform utilizes computer vision for controller-free, motion-controlled gaming, positioning itself as a modern successor to the Nintendo Wii.
  • Nex employs a subscription-based revenue model to ensure recurring income and continuous content updates, moving away from the traditional cycle of individual game sales.
The Game BusinessDec 2025
Cover of Who REALLY won The Game Awards? Plus, we review 2025
59 min
The Game Business59 min

Who REALLY won The Game Awards? Plus, we review 2025

The 2025 gaming landscape reflects a period of robust recovery and structural evolution, marked by a 7.5% revenue increase to $190.9 billion, finally eclipsing the previous peak established during the 2021 pandemic era.

  • The global gaming industry reached $190.9 billion in revenue in 2025, a 7.5% increase that finally surpassed the previous 2021 pandemic-era peak.
  • The Game Awards achieved a 12.5% increase in peak viewership to 4.5 million, with winners like Clair Obscure: Expedition 33 seeing a 60% surge in sales following the event.
  • Strategic consolidation is accelerating through potential high-profile deals, including a Netflix-Warner Bros. alignment and ongoing acquisition discussions involving EA.
The Game BusinessDec 2025
Cover of The secret benefit Valve gives to developers
12 min
How To Market A Game12 min

The secret benefit Valve gives to developers

The phenomenon known as chocolate tier refers to an informal incentive program where Valve sends high-end, luxury chocolate gift boxes to developers who achieve significant revenue milestones on the Steam platform.

  • Valve operates an informal 'chocolate tier' incentive program that rewards developers with luxury gift boxes upon reaching specific annual gross revenue milestones on Steam.
  • Developers generating between $800,000 and $2 million in annual gross revenue receive a $150 gift box, while those exceeding $2 million receive a $250 premium box.
  • For the 2025 calendar year, approximately 138 games qualified for the lower tier and 158 games qualified for the upper tier.
How To Market A GameDec 2025
Cover of Creative trends November 2025: Players don’t care. Platforms don’t care. Only performance matters.
39 min
Two & a Half Gamers39 min

Creative trends November 2025: Players don’t care. Platforms don’t care. Only performance matters.

The mobile gaming industry has transitioned into a performance-first ecosystem where traditional priorities such as gameplay authenticity, creative originality, and ethical branding have been largely abandoned.

  • The mobile gaming industry has shifted to a performance-first model where high-frequency ad output and data-driven trend exploitation take precedence over gameplay authenticity or thematic consistency.
  • Developers are increasingly utilizing misleading or 'fake' creatives, such as puzzle-based playables that do not represent the actual in-game experience, to drive user acquisition.
  • Titles such as King Shot and Whiteout Survival demonstrate the success of cultural mimicry and viral hooks, prioritizing market share capture over alignment between promotional content and the product.
Two & a Half GamersDec 2025
Cover of The (R)Evolution of Animation: Current Challenges and Future Directions
Report67 pages

The (R)Evolution of Animation: Current Challenges and Future Directions

The animation industry is undergoing a profound transformation, driven by technological innovation and challenged by complex ecological, political, ethical, and industrial forces.

  • Proceedings from the CAGA 2024 conference in Viborg, Denmark argue that disruptions in animation, including generative AI, virtual production, platform obsolescence, and systemic inequality, are generating innovation and critical engagement rather than only obstructing progress.
  • Generative AI can compress 3D location building from ten weeks to about twenty minutes, but generative tools offer limited stylistic control, reproduce narrow representational norms, and leave authorship and labor questions unresolved.
  • Virtual production is valuable only when matched to realistic budgets and skills, with a low-budget rear-projection setup consuming about 5 kWh per shooting day against a far costlier LED wall.
Breda University of Applied SciencesDec 2025
Cover of Fortnite’s Platform Problem (It’s Not What You Think)
6 min
Deconstructor of Fun6 min

Fortnite’s Platform Problem (It’s Not What You Think)

Fortnite functions primarily as a centralized licensing powerhouse rather than a true open platform.

  • Fortnite functions as a centralized licensing powerhouse that absorbs external IP, such as Ferrari and James Bond, rather than operating as a decentralized platform for third-party creators.
  • Despite reaching 9 million concurrent users during the Chapter 7 launch, Fortnite struggles to translate these spikes into significant growth or engagement for the Unreal Editor for Fortnite (UEFN) ecosystem.
  • Fortnite maintains a superior financial position compared to Roblox by prioritizing monetization efficiency and higher average revenue per user, despite Roblox’s significantly higher concurrent user count of 21 million versus Fortnite’s 3 million.
Deconstructor of FunDec 2025
Cover of The Finance App Insights Report: 2025 Edition
Report34 pages

The Finance App Insights Report: 2025 Edition

The "Finance App Insights Report: 2025 Edition" analyzes the global finance application market, highlighting its substantial growth and evolving user acquisition dynamics.

  • The global finance app market reached 7.35 billion annual downloads in 2025, shifting focus from aggressive acquisition to long-term profitability and user retention.
  • User acquisition costs have moderated, with the global cost-per-install falling to $1.13 and cost-per-click dropping to $0.19, partly due to reduced advertising spend in the cryptocurrency sector.
  • The paid-to-organic install ratio is currently 1.16, reflecting a reliance on paid channels despite efforts to optimize campaign performance.
AdjustDec 2025
Cover of Annual Review 2021: Ukie
Report15 pages

Annual Review 2021: Ukie

The Ukie Annual Review 2021 provides a comprehensive overview of the UK games industry's performance and Ukie's activities during a pivotal year.

  • The UK games industry reached a record valuation of £7 billion, bolstered by a 30 percent surge in consumer spending during 2021 lockdowns.
  • Ukie expanded its membership to a record 526 companies while actively managing regulatory challenges, including loot box inquiries and the Online Safety Bill.
  • Despite an 11 percent decline in B2B event revenue, Ukie maintained financial stability, reporting a profit of £130,154 for the year.
UkieDec 2025
Cover of UK Games Industry Census 2020: Understanding Diversity in the UK Games Industry Workforce
Report60 pages

UK Games Industry Census 2020: Understanding Diversity in the UK Games Industry Workforce

The UK Games Industry Census 2020 provides a comprehensive analysis of diversity within the UK games industry workforce, drawing on data from over 3,200 workers.

  • The UK games industry workforce is predominantly white (90%) and male (72%), with women accounting for only 28% of total sector employment.
  • A 'leaky pipeline' effect persists where White British men from professional or managerial backgrounds are significantly overrepresented in senior leadership compared to entry-level roles.
  • Mental health challenges are widespread, with 31% of industry professionals reporting experiences of anxiety or depression.
UkieDec 2025
Cover of Power of Play Report: UK
Report2 pages

Power of Play Report: UK

The "Power of Play Report: UK" investigates the motivations and perceived benefits of video gaming among UK residents.

  • Gaming is a primary tool for emotional regulation, with 81% of UK gamers citing stress relief as a key benefit and 57% reporting that games helped them navigate difficult life periods.
  • Video games drive significant skill development, with 87% of players reporting improvements in problem-solving, 75% in creativity, and 73% in teamwork.
  • Gaming serves as a critical social infrastructure, as 70% of players use games to meet new people and 50% use them to maintain existing relationships with friends and family.
UkieDec 2025

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