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Market Analysis

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Page 1
Report36 pages

Gametech Report: Global & MENAP Outlook Q3 2023

This analysis examines the state of the global and MENAP (Middle East, North Africa, and Pakistan) gaming sectors during the third quarter of 2023. The primary thesis suggests that while the global industry is undergoing a period of "cautious recalibration" characterized by significant layoffs and a shift toward profitability, the MENAP region remains a resilient growth outlier. The scope covers global investment trends, game engine pricing shifts, and emerging market demographics, with specific deep dives into the Egyptian and Jordanian markets.

Key findings indicate that the global gaming market exceeded $250 billion with a 9.9% CAGR, yet Q3 2023 saw over 2,000 industry layoffs driven by M&A activity and a focus on operational efficiency. Despite these global headwinds, the MENA region grew by 6.9% year-over-year, reaching a market size of $5 billion. This growth is fueled by a youthful demographic where 70% of the population is under 30. In Egypt, the largest regional market by population, 60% of top-performing games are casual or hyper-casual, though a significant challenge remains as 40% of gamers are unbanked, necessitating innovation in fintech and alternative payment infrastructures.

The investment landscape shows a return to pre-pandemic levels, with $454 million in global venture capital secured in Q3, primarily in early-stage deals. Asia led transaction volume with 39 deals, while Jordan emerged as a regional leader in funding, securing 30% of MENA deals. The report concludes that the future of the industry will be defined by the integration of Generative AI—expected to impact over 50% of the development process within a decade—and a strategic pivot toward emerging markets to offset rising talent costs in Western territories. Methodology relies on data from partners including AppMagic and Konvoy, alongside internal venture capital tracking.

  • The global gaming market reached a valuation exceeding $250 billion with a 9.9% CAGR, even as the industry underwent a period of operational recalibration resulting in over 2,000 layoffs in Q3 2023.
  • The MENA region remains a growth outlier, expanding 6.9% year-over-year to reach a $5 billion market size, supported by a demographic where 70% of the population is under 30.
  • Global venture capital investment returned to pre-pandemic levels with $454 million secured in Q3 2023, with Jordan emerging as a regional hub by capturing 30% of all MENA-based deals.
  • In Egypt, the region's largest market by population, 60% of top-performing titles are casual or hyper-casual games, though 40% of the gamer base remains unbanked and requires alternative payment solutions.
  • Generative AI is projected to impact over 50% of the game development process within the next decade.
Shorooq PartnersSept 2023
Page 1
Report40 pages

Store Intelligence Data Digest: Q2 2023

Global mobile app performance in the second quarter of 2023 reflects a stabilizing market, with total downloads reaching 34.3 billion despite a marginal 1.5% year-over-year decline. While TikTok maintained its long-standing position as the most downloaded app globally, the quarter was defined by the rapid expansion of the shopping platform Temu, which achieved 74 million downloads and secured a top-ten global ranking. In the gaming sector, established titles like Subway Surfers and Ludo King continued to lead worldwide, though new entries such as MONOPOLY GO! and Honkai: Star Rail demonstrated significant momentum by dominating Western markets and leveraging existing brand equity.

Geographic trends highlight a shift in growth centers, as traditional markets like the United States, China, and the United Kingdom experienced download contractions. In contrast, India solidified its status as the world’s largest mobile market, accounting for 24% of global Google Play downloads. Emerging markets also showed resilience, with the App Store seeing double-digit growth in Brazil and Indonesia. While Meta and Google remain the preeminent global publishers, Meta faced regional headwinds in Asia due to regulatory shifts in India that impacted Instagram and Facebook adoption.

Sector-specific analysis reveals a transition toward gamification and retention-focused strategies. Education apps, led by Duolingo, successfully utilized streak features to drive high user engagement, whereas the food delivery and streaming sectors faced saturation. Food delivery downloads fell below pre-pandemic levels, and streaming services pivoted toward aggressive monetization and advertising strategies to combat slowing acquisition. Although Netflix maintains a superior 79% retention rate, its low new-user acquisition rate of 3% underscores the broader challenge of maintaining growth in a mature digital landscape.

  • Global mobile app downloads reached 34.3 billion in Q2 2023, reflecting a stabilizing market despite a 1.5% year-over-year decline.
  • India has become the world’s largest mobile market, accounting for 24% of all global Google Play downloads, while traditional markets like the U.S., China, and the U.K. experienced contractions.
  • Temu emerged as a major disruptor with 74 million downloads, while new gaming titles MONOPOLY GO! and Honkai: Star Rail gained significant momentum in Western markets.
  • Netflix faces a mature market challenge with a high 79% retention rate but a low 3% new-user acquisition rate, forcing the streaming sector to pivot toward aggressive monetization.
  • Food delivery downloads have fallen below pre-pandemic levels, signaling market saturation in the sector.
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Sensor TowerJul 2023
Page 1
Report14 pages

Console Title Activity Trends: June 2023

Console title activity in June 2023 reveals a market dominated by established live-service franchises, though major new releases successfully disrupted engagement patterns. Data collected from PlayStation and Xbox platforms across 22 markets indicates that Fortnite remains the preeminent title by a significant margin, recording 36.1 million monthly active users (MAUs) and 612 million hours of total playtime. Other perennial leaders such as Grand Theft Auto V, FIFA 23, and Call of Duty: Modern Warfare II continue to hold the top positions, illustrating the entrenched nature of live-service games and the difficulty new titles face when competing for player time.

The launch of Diablo IV served as the primary market disruptor for the month, achieving 6.1 million MAUs and leading in engagement depth with an average of 55 hours played per user. It outperformed the launch-month playtime of Hogwarts Legacy despite lower initial console sales. Other notable June releases included Final Fantasy XVI, which reached 4.3 million MAUs on PlayStation 5, and Street Fighter 6, which showed stronger initial momentum than its predecessor. While premium titles performed well, the analysis highlights that subscription services are increasingly vital for user acquisition, often providing an initial surge in active users followed by an expected decline.

Engagement metrics suggest a significant opportunity for the expansion of the MMO genre on consoles. Currently, titles like Final Fantasy XIV Online and The Elder Scrolls Online show high player retention, but the category remains under-represented compared to other genres. Looking forward, the console sector is expected to maintain a balanced ecosystem of free-to-play and premium content, supported by the dual role of subscription services as both content providers and discovery platforms. This hybrid monetization model remains robust as publishers leverage high-engagement live services alongside major premium launches.

  • Fortnite remains the dominant console title, leading the market with 36.1 million monthly active users and 612 million hours of total playtime in June 2023.
  • Diablo IV emerged as the primary market disruptor, achieving 6.1 million monthly active users and leading in engagement depth with an average of 55 hours played per user.
  • Established live-service franchises including Grand Theft Auto V, FIFA 23, and Call of Duty: Modern Warfare II continue to hold top market positions, demonstrating the difficulty new titles face in capturing player time.
  • Final Fantasy XVI reached 4.3 million monthly active users on PlayStation 5, while Street Fighter 6 demonstrated stronger initial momentum than its predecessor.
  • Subscription services are increasingly vital for user acquisition, acting as both content providers and discovery platforms that drive initial surges in active users.
Ampere AnalysisJul 2023
Page 1
Report9 pages

Microsoft’s Activision Acquisition: Implications for the Cloud Gaming Market and Industry

This analysis examines the implications of Microsoft’s $68.7 billion acquisition of Activision Blizzard, specifically focusing on the cloud gaming remedies proposed to global competition authorities. The assessment centers on the ten-year commitment to provide free licenses for streaming Activision PC games to third-party cloud service providers. While the cloud gaming market remains a nascent segment—valued at $446 million in 2022 and representing less than 0.3% of global consumer spending—the acquisition is scrutinized due to Microsoft’s end-to-end control over cloud infrastructure and content.

The findings suggest that the proposed remedies would significantly alter the market by increasing consumer access points and service provider choices. Under a "bring-your-own-game" (BYOG) model, consumers who purchase Activision titles or access them via subscriptions like Xbox Game Pass could stream those games on various competing platforms. This shift is expected to benefit BYOG service providers by enhancing their value propositions, though it may force them into routine adoption of these titles to remain competitive. Conversely, multi-game subscription services face greater complexity, as they would need to manage disparate licensing regimes for Activision content compared to their standard catalogs.

Ultimately, the analysis concludes that while the remedies address certain competition concerns, they simultaneously extend Microsoft’s industry influence. By decoupling game licensing from specific streaming hardware, Microsoft can expand the reach of the Xbox Game Pass ecosystem and the Microsoft Store without further investment in cloud infrastructure. This strategy allows Microsoft to leverage third-party server capacity to grow its subscriber base, positioning Xbox Game Pass as the most cost-effective entry point for Activision content across a global, multi-platform footprint.

  • Microsoft’s $68.7 billion acquisition of Activision Blizzard includes a ten-year commitment to provide free streaming licenses for Activision PC games to third-party cloud providers.
  • The cloud gaming market is currently a nascent sector, valued at $446 million in 2022 and accounting for less than 0.3% of total global consumer spending on games.
  • The mandated 'bring-your-own-game' (BYOG) licensing model allows consumers to stream Activision titles on competing platforms, potentially forcing third-party providers to adopt these games to remain competitive.
  • By decoupling game licensing from specific hardware, Microsoft can expand the reach of the Xbox Game Pass ecosystem and the Microsoft Store without needing additional investment in its own cloud infrastructure.
  • The strategy enables Microsoft to leverage third-party server capacity to grow its subscriber base, positioning Xbox Game Pass as the primary cost-effective entry point for Activision content globally.
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Ampere AnalysisJun 2023
Page 1
Report18 pages

H1'23 Gaming Deals Report

The first half of 2023 marked a period of significant contraction for the global video game industry’s financial landscape, characterized by a sharp decline in deal value across private investments, mergers and acquisitions, and public offerings. Total private investment fell to $1.5 billion across 239 deals, an 81% drop in value compared to the same period in 2022. This downturn was driven by a cooling late-stage venture capital market and a closed IPO window, which reduced the attractiveness of high-valuation exits. While early-stage activity remained the primary driver of deal volume, even this segment saw a threefold contraction in total value as investors shifted focus toward supporting existing portfolios rather than funding newcomers.

The mergers and acquisitions sector experienced the most dramatic decline, with deal value plummeting 97% to $0.9 billion. Strategic investors pivoted toward internal restructuring, cost optimization, and mass layoffs—exemplified by companies like Embracer—rather than aggressive expansion. Public offerings remained similarly muted due to a disparity between reported financial results and previous estimates, leading to significant valuation corrections. Despite the overall stagnation, financial sponsors like Savvy Games Group remained active, and the industry anticipates a value jump in the second half of 2023 as major pending deals, such as the Microsoft-Activision Blizzard acquisition, move toward completion.

Geographically, North America led early-stage investment volume, followed by Western Europe and MENA. Methodologically, the findings are based on tracked closed transactions in the video game industry, excluding gambling and non-gaming blockchain entities. While the broader market struggled, artificial intelligence emerged as a resilient niche, seeing a modest increase to $214.1 million in investment. Startups have largely abandoned "growth at all costs" strategies in favor of profitability and extended runways, while venture capital firms maintain significant unallocated capital that may signal a recovery in late 2023.

  • The global video game industry saw a massive financial contraction in H1 2023, with private investment falling 81% to $1.5 billion and M&A deal value plummeting 97% to $0.9 billion.
  • Strategic investors shifted focus from aggressive expansion to internal restructuring and cost optimization, resulting in widespread layoffs at companies like Embracer.
  • Early-stage investment remained the primary driver of deal volume, though its total value contracted threefold as investors prioritized supporting existing portfolios over new ventures.
  • Artificial intelligence emerged as a resilient investment niche, attracting $214.1 million in funding despite the broader market downturn.
  • Public offerings remained muted throughout the first half of the year due to valuation corrections caused by a disparity between reported financial results and previous estimates.
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InvestGameJun 2023
Page 1
Report159 pages

Impacto de la aplicación de sistemas de incentivos fiscales en la industria de videojuegos: España

The analysis evaluates how a targeted fiscal‑incentive regime would reshape Spain’s video‑game industry, arguing that a 20 % corporate‑tax credit for developers could expand sector turnover from €1.435 billion in 2022 to roughly €5.5 billion by 2028—a compound annual growth rate of about 27 %—and raise full‑time employment from just under 10 000 jobs to more than 23 000 by 2030, an 80 % increase. Despite the lower tax rate, overall fiscal receipts would grow, with a direct contribution of €1.9 billion and an additional €1.0 billion generated through reinvestment and consumer spending, indicating a net positive return for the Treasury.

Spain’s ecosystem comprises roughly 760 active studios, of which 445 are incorporated, and 71 publishers, with the top ten accounting for almost 95 % of revenue. Development costs vary markedly by platform—averaging €419 k for consoles, €338 k for PC and €94 k for mobile—while break‑even periods range from 8.6 to 15.5 months, underscoring the financing pressure on predominantly

  • Implementing a 20% corporate tax credit for developers is projected to grow Spain’s video game sector turnover from €1.435 billion in 2022 to €5.5 billion by 2028, representing a 27% compound annual growth rate.
  • The proposed fiscal incentives are expected to increase full-time employment in the industry from under 10,000 jobs to more than 23,000 by 2030.
  • The tax regime is forecast to be net-positive for the Treasury, generating €1.9 billion in direct contributions plus an additional €1.0 billion through reinvestment and consumer spending.
  • The Spanish market is highly concentrated, with the top ten companies accounting for approximately 95% of total industry revenue.
  • Development costs vary significantly by platform, averaging €419k for consoles, €338k for PC, and €94k for mobile.
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AEVIJun 2023
Page 1
Presentation20 pages

People Can Fly: Q1 2023 Financial Results

PCF Group, the parent entity of the People Can Fly studio, reports a period of continued organizational expansion and strategic financial positioning as of the first quarter of 2023. The group has significantly grown its workforce to 642 employees by March 31, 2023, up from 612 at the end of 2022. This growth is concentrated primarily in its European hubs, including Warsaw, Rzeszów, and Newcastle, while maintaining a substantial presence in North America through its Montreal and New York studios. The team composition remains heavily weighted toward development, supported by specialized units like Incuvo and GameOn.

Financial data indicates a stable balance sheet with total assets and liabilities reaching 351.9 million PLN. A notable shift is observed in the group’s cash position, which decreased from 137.1 million PLN at the end of 2021 to 60.9 million PLN by the end of Q1 2023. Simultaneously, investment in development work in progress has surged to 139.7 million PLN, reflecting an intensive production cycle. Equity remains strong at 271.6 million PLN, providing a solid foundation for the group’s long-term objectives.

The strategic focus is transitioning from a work-for-hire model toward self-publishing. While the group continues to leverage partnerships with global publishers to ensure financial stability and experimental freedom, the ultimate goal is to release three AAA projects under a self-publishing framework. This shift is projected to drive a 4.9x revenue increase between 2023 and 2027. Funding for this strategy is secured through a combination of operational cash flow, debt financing, and a strategic investment agreement with Krafton, which contributed 144.5 million PLN via a share subscription. This diversified capital structure is intended to support the full realization of the group’s ambitious development pipeline.

  • People Can Fly is transitioning from a work-for-hire model to self-publishing, with a strategic goal to release three AAA projects by 2027.
  • The group projects a 4.9x revenue increase between 2023 and 2027, supported by a capital structure that includes a 144.5 million PLN share subscription from Krafton.
  • Development intensity has surged, with investment in work-in-progress projects reaching 139.7 million PLN as of Q1 2023.
  • The company's cash position decreased from 137.1 million PLN at the end of 2021 to 60.9 million PLN by the end of Q1 2023, reflecting heavy reinvestment into production.
  • The workforce grew to 642 employees by March 31, 2023, up from 612 at the end of 2022, with expansion focused on European hubs and North American studios.
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PCF GroupMay 2023
Page 1
Report10 pages

Mobile Game Market Review October 2023

The mobile gaming market in October 2023 was characterized by a heavy reliance on seasonal Halloween content and innovative social features to drive monetization and engagement. Analysis of the period reveals that major titles across the casual and midcore segments utilized limited-time events, crossover collaborations, and experimental gacha mechanics to bolster revenue. Geographically, the review focuses on major global markets, specifically the United States, Japan, and China, highlighting how regional preferences dictate event structures, such as the prevalence of social multi-gachas and location-based business discounts in the Japanese market.

In the casual segment, developers increasingly integrated social and competitive mechanics to maintain player interest. Notable examples include Pokémon Go’s introduction of a four-player party system and Eggy Party’s "Pedestrian Street" mode, which emphasizes social hangouts over core gameplay. Data indicates that titles like My Perfect Hotel successfully improved revenue trends by balancing download fluctuations with permanent boost systems and specialized battle passes. Furthermore, the market saw the rise of "challenging" platforming content in the party royale genre, drawing inspiration from viral PC trends to test player perseverance.

The midcore sector demonstrated the power of long-term live operations and high-profile collaborations. Monster Strike’s 10th-anniversary celebrations in Japan utilized celebrity partnerships and anime crossovers to maintain its top-tier status. Simultaneously, new entries such as Dungeon Hunter 6 and Reverse: 1999 achieved significant chart positions shortly after launch, with the latter reaching the top 100 in both the US and Japan. The findings suggest a market shift toward hybrid gameplay—such as combining merge mechanics with match-3 puzzles—and the successful localization of high-performing Chinese extraction shooters for Western audiences. Overall, the data underscores that consistent content overhauls and the strategic timing of feature updates remain the primary drivers for scaling performance in a competitive mobile landscape.

  • Live operations and seasonal content, particularly Halloween-themed events and crossover collaborations, were the primary drivers for revenue and engagement across casual and midcore mobile titles in October 2023.
  • Casual games are increasingly integrating social and competitive features to sustain retention, exemplified by Pokémon Go’s four-player party system and Eggy Party’s social-focused 'Pedestrian Street' mode.
  • The midcore sector continues to rely on long-term live service strategies, evidenced by Monster Strike maintaining top-tier status in Japan through its 10th-anniversary celebrity and anime collaborations.
  • New market entrants like Reverse: 1999 demonstrated strong global appeal by reaching the top 100 charts in both the US and Japan shortly after its launch.
  • Monetization strategies in the casual segment are shifting toward permanent boost systems and specialized battle passes, as seen in the revenue stabilization of My Perfect Hotel.
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GameRefineryApr 2023
Page 1
Report230 pages

Turkey Game Market 2022 Report

The Turkish gaming market in 2022 serves as a critical case study of a high-growth production hub navigating significant domestic economic volatility. While the player base expanded to over 44 million users—with 81% of adults engaging in mobile gaming—total market revenue saw a sharp correction, falling from $1.2 billion in 2021 to approximately $625 million. This decline was primarily driven by the depreciation of the Turkish Lira and weakened consumer purchasing power, which has accelerated a shift toward free-to-play titles, subscription services, and a demand for high-quality localization to reach a population with generally low English proficiency.

Despite these fiscal challenges, Türkiye has solidified its position as a global leader in gaming investment and development. Istanbul ranks second in Europe and fifth globally for gaming transactions, securing over $424 million in investments across dozens of deals. The domestic ecosystem is maturing beyond its historical focus on hyper-casual mobile titles, with over 2,943 publishers on Google Play and a strategic pivot toward indie, PC, console, and hybrid-casual development. This evolution is supported by a robust infrastructure of 25 entrepreneurship centers and 19 university programs, though a deficit in qualified instructional talent remains a hurdle for long-term sustainability.

The region has also emerged as a premier esports destination, evidenced by hosting the VALORANT Champions Tour and the formal legal recognition of the Turkish Esports Federation, which oversees more than 15,000 licensed players. While traditional segments like internet cafes have declined due to rising operational costs, the integration of gamification into e-commerce and corporate sectors is expanding. Moving forward, the industry is expected to maintain a compound annual growth rate of 24.1% through 2026, driven by blockchain integration, AI technologies, and a transition toward more complex, mid-core gaming experiences.

  • The Turkish gaming market experienced a significant revenue contraction in 2022, falling to $625 million from $1.2 billion in 2021 due to currency depreciation and reduced consumer purchasing power.
  • Despite the revenue decline, Istanbul remains a global investment hub, ranking second in Europe and fifth globally with over $424 million secured across gaming transactions in 2022.
  • The industry is projected to maintain a 24.1% compound annual growth rate through 2026, driven by a strategic shift toward mid-core, PC, and console development alongside AI and blockchain integration.
  • The domestic player base reached 44 million users in 2022, with 81% of adults participating in mobile gaming and a strong market preference for free-to-play models and localized content.
  • The Turkish gaming ecosystem is maturing beyond hyper-casual titles, supported by 2,943 Google Play publishers and a specialized infrastructure of 25 entrepreneurship centers and 19 university programs.
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Gaming in TurkeyApr 2023
Page 1
Report30 pages

Gaming Industry Report: Q1 2023

The gaming industry experienced a resilient start to 2023, with a projected global market size of $201 billion, representing a 9% year-over-year increase. Public markets showed strength, with gaming-focused exchange-traded funds (ETFs) recording gains between 10% and 23% year-to-date. While private market venture funding saw a total of $761 million across 109 deals in the first quarter, activity remains concentrated in early-stage investments, as late-stage funding has slowed significantly compared to the peak levels of 2021.

Geographically, Asia led global venture funding in the first quarter, followed by North America and Europe. Emerging markets such as Africa and South America saw sporadic but notable deal activity, highlighting a broader global interest in gaming infrastructure and content. Major industry players currently hold approximately $48 billion in cash and equivalents, suggesting a stable environment for potential future mergers and acquisitions despite ongoing regulatory scrutiny regarding large-scale consolidation.

Key industry trends in early 2023 include the integration of artificial intelligence for asset generation and conversational tools, alongside a strategic shift by major tech firms toward cloud-based gaming infrastructure. Competitive dynamics are evolving as Epic Games introduces self-publishing tools to challenge Steam’s market dominance and integrates user-generated content into its Fortnite ecosystem. Furthermore, platforms like Roblox are successfully expanding their reach by aging up their user demographic. These developments, supported by a robust schedule of global industry conferences, indicate a focus on platform scalability, content diversification, and the optimization of developer tools to sustain long-term growth.

  • The global gaming market is projected to reach $201 billion in 2023, reflecting a 9% year-over-year growth rate.
  • Major industry players possess $48 billion in cash reserves, signaling a stable environment for future M&A activity despite regulatory headwinds.
  • Venture capital funding totaled $761 million across 109 deals in Q1 2023, with investment heavily concentrated in early-stage ventures rather than late-stage rounds.
  • Gaming-focused ETFs demonstrated strong performance in early 2023, recording year-to-date gains ranging from 10% to 23%.
  • Asia currently leads global venture funding, followed by North America and Europe, with emerging activity appearing in African and South American markets.
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KonvoyApr 2023
Page 1
Presentation13 pages

Financial Results 2022

The financial results for PCF Group S.A. in 2022 reflect a transitional period for the company, characterized by a strategic shift toward self-publishing and a significant expansion of its global workforce. The primary objective of the data is to provide a comprehensive overview of the Group’s financial health and operational growth during the fiscal year ending December 31, 2022. The scope of the reporting covers the Group’s international presence, including studios in Warsaw, Rzeszów, Newcastle, Montreal, and New York, encompassing segments such as game development, quality assurance, and specialized subsidiaries like GameOn and Incuvo.

Financial performance in 2022 saw a decline compared to the previous year, with total revenues reaching 171.5 million PLN, down from 180.3 million PLN in 2021. This decrease is primarily attributed to the termination of a major development agreement with Take-Two Interactive Software. Adjusted EBITDA fell from 70.5 million PLN in 2021 to 49.7 million PLN in 2022, while net profit dropped significantly from 61.3 million PLN to 22.0 million PLN. Despite these lower earnings, the balance sheet shows a substantial increase in development work in progress, rising from 68.0 million PLN to 137.1 million PLN. This shift indicates a higher allocation of developer salaries toward internal assets as the company pivots toward independent production.

Operational growth remains a key highlight, with the total workforce expanding from 495 employees at the end of 2021 to 612 by the end of 2022. The majority of this team consists of developers, supported by QA and back-office staff. Geographically, the Group maintains a strong European base with 418 employees, while its North American operations grew to 194 staff members. The data suggests that while short-term profitability was impacted by the loss of a major partner, the Group is aggressively investing in its internal pipeline and human capital to support future self-published titles.

  • PCF Group S.A. experienced a decline in financial performance in 2022, with net profit falling to 22.0 million PLN from 61.3 million PLN in 2021.
  • Total revenue decreased to 171.5 million PLN in 2022, down from 180.3 million PLN the previous year, primarily due to the termination of a development agreement with Take-Two Interactive Software.
  • The company is aggressively shifting toward self-publishing, evidenced by development work in progress doubling from 68.0 million PLN in 2021 to 137.1 million PLN in 2022.
  • Adjusted EBITDA dropped to 49.7 million PLN in 2022, compared to 70.5 million PLN in 2021, reflecting the costs associated with the company's strategic transition.
  • The Group expanded its total workforce by approximately 24%, growing from 495 employees at the end of 2021 to 612 by the end of 2022.
PCF GroupApr 2023
Page 1
Report18 pages

Esports Live-Streaming Trends Report: Q1 2023

The esports live-streaming market demonstrated significant resilience in the first quarter of 2023, with viewership growing 15% year-over-year to reach 651 million hours watched. This growth occurred despite a general decline in broader live-streaming viewership during the same period. The data, aggregated from major platforms including Twitch, YouTube, Facebook Gaming, and AfreecaTV, indicates that the top 30 tournaments alone account for 68% of total esports viewership, highlighting a heavy concentration of audience interest in premier events.

Twitch maintains its market leadership with a 62% share of esports hours watched, followed by YouTube at 30%. While Twitch dominates smaller events with an 81% market share, YouTube has successfully increased its presence in the large-scale event segment, capturing 34% of viewership for tournaments with an average minute audience exceeding 80,000. Multiplayer Online Battle Arena (MOBA) and First-Person Shooter (FPS) remain the most popular genres, though Action-Adventure saw the highest growth due to specialized events like Minecraft Extremo.

A critical trend identified is the rise of co-streaming, where independent creators broadcast official tournament footage to their own audiences. In the case of the Call of Duty League, co-streaming helped triple the league's hours watched compared to the previous year, with nearly 60% of the peak audience watching via creator channels rather than official streams. Top creators like Tarik and Ibai have become central to this ecosystem, often generating higher chat engagement rates than official broadcasts. Mobile esports also showed strength, particularly Mobile Legends: Bang Bang, which saw a 273% increase in esports viewership despite a general downturn in the mobile gaming sector.

  • Esports live-streaming viewership grew 15% year-over-year in Q1 2023 to 651 million hours, bucking the broader industry trend of declining live-streaming viewership.
  • Audience interest is highly concentrated, with the top 30 tournaments accounting for 68% of total esports hours watched.
  • Twitch holds 62% of the total esports market share, while YouTube maintains 30% and has successfully captured 34% of viewership for large-scale events with an average minute audience over 80,000.
  • Co-streaming has become a primary growth driver, exemplified by the Call of Duty League tripling its hours watched as 60% of its peak audience tuned in via creator channels rather than official streams.
  • Mobile esports demonstrated significant momentum, with Mobile Legends: Bang Bang recording a 273% increase in viewership despite a general downturn in the mobile gaming sector.
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Stream HatchetMar 2023

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