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Cover of How to publish, localise, and develop games in MENA - Sohaib Thiab from Tamatem
13 min
PocketGamer.biz13 min

How to publish, localise, and develop games in MENA - Sohaib Thiab from Tamatem

The Middle East and North Africa (MENA) region represents a rapidly evolving mobile gaming market that requires nuanced localization and infrastructure strategies to succeed.

  • The MENA region requires more than simple translation; effective localization must account for the Arabic language's complexity (30 million+ words) and strict cultural sensitivities, such as the exclusion of alcohol-related content.
  • Payment processing is a major barrier in the MENA market, as many users are unbanked or prefer local payment methods over credit cards, necessitating platforms like Tamatem Plus to facilitate monetization.
  • Social and multiplayer games, particularly digitized versions of traditional tabletop games like Belote, perform exceptionally well in the region because they mirror popular offline social activities.
PocketGamer.bizNov 2025
Cover of Cyprus LIVE #5 Where Are All The Greek Gaming Studios on Cyprus?
11 min
Deconstructor of Fun11 min

Cyprus LIVE #5 Where Are All The Greek Gaming Studios on Cyprus?

The gaming industry in Cyprus has experienced significant growth over the last decade, transitioning from a smaller society into a burgeoning hub for international tech and gaming companies.

  • Cyprus has evolved into a major international hub for tech and gaming, though local Cypriot and Greek talent remain significantly underrepresented in the sector.
  • Cultural and educational biases favoring traditional fields like law and accounting, combined with a lack of specialized university curricula, act as the primary barriers to local participation.
  • Holyday Studios, a 21-person team specializing in idle RPGs, serves as a model for a hybrid workforce that integrates Greek creative leadership with high-productivity Russian-speaking development talent.
Deconstructor of FunNov 2025
Cover of Cyprus LIVE #2 Investment Secrets You Didn’t Know!
8 min
Deconstructor of Fun8 min

Cyprus LIVE #2 Investment Secrets You Didn’t Know!

The gaming industry in Cyprus has evolved into a significant hub for global development, characterized by a resilient community of professionals who relocated to the region following the post-pandemic market shifts of 2021.

  • Cyprus has established itself as a significant global gaming hub, driven by a post-2021 influx of professionals and a talent pool primarily composed of experienced developers from Eastern Europe.
  • Investment criteria have shifted since 2021, with venture capital now prioritizing operational efficiency and proven product metrics over the high-valuation models of the past.
  • Successful studios in the region, such as SayGames and Nexters, maintain profitability by focusing on international markets, particularly the United States.
Deconstructor of FunNov 2025
Cover of Cyprus LIVE #1 What If Cyprus Becomes The NEXT BIG Tech Powerhouse?
7 min
Deconstructor of Fun7 min

Cyprus LIVE #1 What If Cyprus Becomes The NEXT BIG Tech Powerhouse?

Cyprus is emerging as a significant international hub for mobile game development, specifically within the casual puzzle genre.

  • Cyprus is establishing itself as a major mobile game development hub by consolidating a diverse talent pool of industry veterans from Turkey, Ukraine, and Russia.
  • The regional development strategy prioritizes rigorous analytical processes and rapid iterative testing to overcome high user acquisition costs and stagnant gameplay innovation.
  • Developers are successfully scaling titles by adapting hybrid-casual concepts and integrating high-quality meta-game layers, a model exemplified by the success of Royal Match.
Deconstructor of FunNov 2025
Cover of Week in Mobile Games E70 - Squad Busters shuts down and Google Play's transformative changes
22 min
PocketGamer.biz22 min

Week in Mobile Games E70 - Squad Busters shuts down and Google Play's transformative changes

The mobile games industry is currently navigating significant shifts in development strategy, platform regulation, and corporate restructuring.

  • Supercell is shutting down Squad Busters, which launched in May 2024, after the game failed to meet internal performance expectations despite generating over $100 million in lifetime revenue. In-app purchases will be disabled on October 30, 2024, and the game will receive its final update in December.
  • Following an injunction in the Epic Games vs. Google case, Google Play in the US is now required to allow alternative payment methods and permit developers to communicate pricing options outside of the Google Play billing system as of October 29, 2024.
  • Amazon is cutting approximately 14,000 corporate jobs, with significant layoffs impacting its games division, specifically in the San Diego and Irvine offices, alongside the closure of the game New World.
PocketGamer.bizNov 2025
Cover of Monopoly Bingo Review: The most underrated genre in mobile gaming
39 min
Two & a Half Gamers39 min

Monopoly Bingo Review: The most underrated genre in mobile gaming

Monopoly Bingo occupies a strategic position within the $400 million global bingo market by leveraging the recognizable Hasbro intellectual property to attract a demographic aged 35 to 54.

  • Monopoly Bingo targets the 35–54 demographic within the $400 million global bingo market by utilizing Hasbro’s intellectual property to drive brand recognition.
  • Since its early 2025 soft launch, the game has secured 60,000 to 70,000 daily active users and currently leads the bingo genre in total download volume.
  • The game differentiates itself through a multi-card mechanic and a high-stakes progression system modeled after the economy of Golf Clash.
Two & a Half GamersNov 2025
Cover of UGC Impact Report 2025
Report8 pages

UGC Impact Report 2025

The "UGC Impact Report 2025" analyzes the commercial and retention benefits of User Generated Content (UGC) support in video games across PC, console, and VR platforms.

  • Games with official UGC support on Steam show a 31% revenue advantage five years post-launch compared to titles without such support.
  • UGC-supported titles on Steam maintain 115% higher concurrent user counts five years after release, significantly extending the game's lifecycle.
  • Official UGC support does not cannibalize sales, as these titles generate 105% higher median revenue per DLC than games without community content.
GameDiscoverCoNov 2025
Cover of 2024 Content Industry Statistics
Report345 pages

2024 Content Industry Statistics

The "2024 Content Industry Statistics" report, compiled by the Korea Creative Content Agency, provides a comprehensive statistical overview of the South Korean content industry.

  • South Korea's content industry reached KRW 157.4 trillion in sales across 120,875 businesses and 688,121 employees in 2024, with value added of about KRW 57.0 trillion (a 36.2% value-added ratio).
  • The industry is strongly export-driven, with exports of $14.08 billion against imports of $0.92 billion, a surplus of roughly $13.2 billion, and gaming alone accounting for 60.4% of export value.
  • Growth was modest and uneven: business counts rose 2.4%, employment 3.4%, and revenue just 2.1%, with publishing (26.3%) and gaming (12.7%) leading job creation.
Korea Creative Content AgencyNov 2025
Cover of AI Eats the World
Report90 pages

AI Eats the World

Generative AI represents the latest major platform shift, occurring approximately every 10-15 years, poised to redefine technology and industry leadership.

  • Hyperscaler capital expenditure is projected to reach $350 billion in 2025, nearly doubling 2024 levels as data-center investment outpaces office construction.
  • Silicon supply constraints at Nvidia and TSMC, combined with power and permitting limitations, represent the primary bottlenecks threatening to throttle AI growth.
  • Despite 800 million weekly active users, the paying-user base for AI models remains at approximately 5%, highlighting a significant gap in monetization.
Benedict EvansNov 2025
Cover of Digital Market Index: Q3 2025
Report48 pages

Digital Market Index: Q3 2025

Sensor Tower's Q3 2025 Digital Market Index tracks how consumer spending and advertising are shifting across mobile apps, games, digital advertising, and retail media, with a primary focus on global mobile markets and the United States.

  • Global mobile app consumer spending reached a record $43.2 billion in Q3 2025, an 11.3% year-over-year increase driven by a 20% surge in non-game revenue.
  • Generative AI tools emerged as a significant revenue driver, contributing $1.5 billion to the mobile app market during the third quarter.
  • U.S. digital advertising spend rose 12% to $35.9 billion, with mobile app advertising identified as the fastest-growing segment at 42% year-over-year.
Sensor TowerNov 2025
Cover of Spelutvecklarindex: Sweden 2025
Report68 pages

Spelutvecklarindex: Sweden 2025

Spelutvecklarindex 2025, the first edition from Dataspelsbranschen, documents two decades of growth in the Swedish games industry and the pressures it faces today.

  • Sweden’s game industry has grown to over 1,100 companies generating SEK 37 billion in annual revenue, a 7,500% increase from the SEK 0.5 billion recorded twenty years ago.
  • The sector currently employs 9,130 staff domestically and an additional 11,000 workers abroad.
  • Swedish-produced titles held the majority market share on Steam in 2024, demonstrating strong consumer demand for local content.
DataspelsbranschenNov 2025
Cover of How Valve (And Apple) Broke Game Sales | Design Club
77 min
Extra Credits77 min

How Valve (And Apple) Broke Game Sales | Design Club

The digital distribution landscape has undergone a profound transformation, shifting from a model defined by physical retail to one dominated by centralized storefronts like Steam.

  • Steam has fundamentally altered consumer price anchoring by normalizing frequent, deep discounts, training players to wait for sales rather than purchasing games at full price.
  • Developers are now forced to build 'sale-proof' pricing models, ensuring that even after significant discounts, the revenue per unit remains profitable after platform fees.
  • The frequency and depth of Steam discounts have increased significantly over time, with standard promotions moving from 10–20% to 30–60% or higher to capture consumer attention.
Extra CreditsOct 2025

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