Skip to main content

Market Analysis reports and market data

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

Documents

Cover of The Business of Esports at EA
54 min
Naavik54 min

The Business of Esports at EA

Electronic Arts leverages its esports division as a strategic marketing engine designed to deepen engagement among its most dedicated player base rather than serving as a primary profit center.

  • EA positions its esports division as a strategic marketing engine to drive player engagement and title longevity rather than as a primary profit center.
  • The company utilizes a 'couch-to-champion' model that creates a structured progression path from casual gaming to professional competition.
  • EA maintains internal creative control over its competitive ecosystem while outsourcing production to ensure responsiveness to fan feedback and gameplay trends.
NaavikAug 2025
Cover of Top Ad Monetization Channels for Mobile Games in 2025
21 min
Tenjin21 min

Top Ad Monetization Channels for Mobile Games in 2025

The mobile game ad monetization landscape in the first half of 2025 reflects a market defined by platform-specific strategies and the dominance of integrated ad networks.

  • AppLovin currently dominates the mobile gaming ad sector with a 43% revenue share, driven by its integrated user acquisition and monetization capabilities.
  • Android remains the primary platform for ad-based monetization due to its global scale, while iOS continues to prioritize hybrid models and in-app purchases following privacy-related tracking shifts.
  • Google AdMob, Unity, Liftoff, and Integral join AppLovin as the top five ad networks, with Google AdMob maintaining a particularly strong foothold in the Android ecosystem.
TenjinAug 2025
Cover of Segmentation Is Over. Long Live Personalization!
52 min
Deconstructor of Fun52 min

Segmentation Is Over. Long Live Personalization!

Traditional manual segmentation has become an obsolete framework for modern game development, failing to address the complexities of global scale and evolving privacy regulations.

  • Manual segmentation is being replaced by machine learning-driven personalization, which uses contextual multi-armed bandits to create thousands of unique, real-time player journeys.
  • Automated personalization systems typically increase player lifetime value by 8% to 15%.
  • These automated growth strategies are most effective for titles that have reached a threshold of 25,000 to 30,000 daily active users.
Deconstructor of FunAug 2025
Cover of Tiles Survive Breakdown: FunPlus goes full Century Games
42 min
Two & a Half Gamers42 min

Tiles Survive Breakdown: FunPlus goes full Century Games

FunPlus has initiated a strategic pivot toward a proven, high-efficiency development model, moving away from experimental intellectual property in favor of the simplified, scalable frameworks popularized by Century Games.

  • FunPlus's 'Tile Survive' is currently scaling at approximately $50,000 in daily revenue with roughly 60,000 daily downloads since its launch in March.
  • The game utilizes a simplified version of the 'Dark War' 4X playbook, focusing on streamlined onboarding, events, and gacha mechanics rather than complex systems.
  • Unlike its predecessors, 'Tile Survive' integrates scripted road-collection encounters directly into the core progression, effectively gating player advancement behind specific exploration levels.
Two & a Half GamersAug 2025
Cover of Board Games are in Trouble, and it's NOT Why You Think | Extra Credits
17 min
Extra Credits17 min

Board Games are in Trouble, and it's NOT Why You Think | Extra Credits

The board game and tabletop RPG industry is currently facing a systemic crisis driven by corporate consolidation, fragile global supply chains, and volatile trade policies.

  • The board game industry is facing a systemic crisis driven by supply chain fragility, corporate consolidation, and volatile tariff policies that threaten the viability of publishers.
  • The bankruptcy of Diamond Comic Distributors and the subsequent collapse of its subsidiary, Alliance Game Distributors, has created massive instability in the U.S. tabletop game distribution network.
  • Modern board game production relies on 'just-in-time' supply chains that distribute manufacturing across multiple countries, making the process highly susceptible to border-crossing costs and tariff fluctuations.
Extra CreditsAug 2025
Cover of Oops 1 MORE Hour Answering Questions about Steam (Watch only after 1 hour of solid dev time)
58 min
How To Market A Game58 min

Oops 1 MORE Hour Answering Questions about Steam (Watch only after 1 hour of solid dev time)

Indie game success on Steam is primarily driven by aggressive outreach and strategic visibility management rather than passive marketing or perfectionism.

  • Steam success is driven by aggressive, direct outreach to journalists and content creators rather than passive marketing or product perfectionism.
  • Marketing expenditures like PR agencies and paid ads only act as multipliers for games that have already established organic momentum; they cannot compensate for a lack of foundational wishlists.
  • Developers should prioritize Steam’s built-in playtest functionality to refine titles and build wishlists before releasing a full demo.
How To Market A GameAug 2025
Cover of Making New Consoles is Hard - Just Ask VR | Design Club
88 min
Extra Credits88 min

Making New Consoles is Hard - Just Ask VR | Design Club

Launching a new gaming console is an exceptionally high-stakes endeavor that requires far more than innovative hardware design.

  • The 'hardware install base' problem is the primary barrier for new platforms; developers cannot recoup investments or achieve profitability unless the hardware reaches a critical mass of users to drive software sales.
  • Launching new hardware requires simultaneous mastery of multiple complex domains, including custom operating system design, specialized user interface paradigms, and the creation of a fully functional global storefront.
  • New hardware platforms face significant testing hurdles because they often lack standard input methods like keyboards or traditional controllers, making debugging and user experience validation difficult and prone to failure.
Extra CreditsAug 2025
Cover of PC/Console Gaming Index: 2025
Report41 pages

PC/Console Gaming Index: 2025

The "PC/Console Gaming Index: 2025" provides a comprehensive overview of the PC and console gaming market through the year-to-date 2025, focusing on download trends, publisher performance, and key market dynamics.

  • Steam remains the dominant platform for PC/console gaming, generating approximately 450 million downloads year-to-date, which is nearly four times the volume of PlayStation.
  • Monetization strategies are platform-specific: 79% of Steam downloads and 83% of PlayStation downloads are premium, while 39% of Xbox downloads are free-to-play, largely driven by Game Pass.
  • Indie and AA developers drive the majority of the 262 million action-genre downloads, with indie titles accounting for 60% of total downloads on Steam.
Sensor TowerAug 2025
Cover of Vorhaus Digital Strategy Study: All Findings 2025
Report133 pages

Vorhaus Digital Strategy Study: All Findings 2025

The Vorhaus 2025 Digital Strategy Study is a nationally representative survey of 2,000 U.S. adults (margin of error ±2.2%, fielded May 28 to June 18, 2025).

  • Digital-first entertainment has become the US standard, with smart TV penetration at 63% and connected devices officially surpassing traditional broadcast media.
  • Gaming is now a near-universal activity with 80% of the population participating, driven by daily mobile play and a significant rise in total annual in-game spending.
  • Consumers are adopting 'subscription cycling' to manage costs, despite the average household maintaining 3.5 video services and younger consumers (18–34) increasing annual digital media spending by $235.
Vorhaus AdvisorsAug 2025
Cover of TWIG #342 Scopely Meltdown, Crazy Anime Story and One SHOCKING Game Recipe
68 min
Deconstructor of Fun68 min

TWIG #342 Scopely Meltdown, Crazy Anime Story and One SHOCKING Game Recipe

The gaming industry is currently navigating a period of significant adjustment, characterized by stagnant growth, a contraction in venture capital, and the persistent challenges of mobile user acquisition following IDFA changes.

  • Scopely faces significant portfolio risk, with Monopoly Go and Pokémon Go now accounting for over 90% of the company's total revenue as its legacy titles and recent acquisitions decline.
  • Sony is leveraging strategic partnerships, such as its stake in Bandai Namco, to integrate major Japanese anime franchises into its ecosystem, though localizing these properties for Western mass-market audiences remains a significant challenge.
  • The gaming industry is experiencing a period of stagnant growth and reduced venture capital, forcing companies to move beyond incremental testing toward methodologies that prioritize significant product variations to generate actionable data.
Deconstructor of FunJul 2025
Cover of Game Analytics 101: Why waiting "One more week" can kill your game!
55 min
Two & a Half Gamers55 min

Game Analytics 101: Why waiting "One more week" can kill your game!

Retention serves as the foundational metric for growth in the free-to-play mobile gaming sector, as monetization remains impossible without a consistent, active player base.

  • Profitability in free-to-play mobile games requires that Lifetime Value (LTV) consistently exceeds the Cost Per Install (CPI), making retention the foundational metric for growth.
  • Developers must hit specific Return on Ad Spend (ROAS) targets by Day 7; failing to meet these early benchmarks is a strong indicator that acquisition costs will not be recouped.
  • Waiting for ad network performance to improve after missing early benchmarks is a strategic error, as the time required to break even increases exponentially when initial targets are missed.
Two & a Half GamersJul 2025
Cover of Understanding Korea’s Indie Game Audience in 2024
Report3 pages

Understanding Korea’s Indie Game Audience in 2024

This report analyzes the behavior of Korea's indie game audience in 2024, drawing insights from the Korea Creative Content Agency's (KOCCA) National Game User Survey, which included 8,036 PC, mobile, and console game users.

  • Approximately 28% of the total Korean game user base engages with indie titles, with the highest participation rate found in the 20–29 age demographic at 41.8%.
  • The primary drivers for indie game consumption are light, casual gameplay (54.4%) and original or unique themes (49.3%), followed by simple controls (34.8%).
  • Gameplay and review videos are the most effective discovery channel at 41%, though store rankings (34%) and friend recommendations (33.3%) remain critical for specific demographics like teens and female users.
Korea Creative Content AgencyJul 2025

Writers

Games and companies

Related topics