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Cover of "Reviving Sega will be the greatest achievement in my career"
27 min
The Game Business27 min

"Reviving Sega will be the greatest achievement in my career"

Sega president and COO Shuji Utsumi outlines a strategic vision for revitalizing the company by balancing its rich historical legacy with modern, globalized development practices.

  • Sega is transitioning from a Japan-centric development model to a simultaneous global release strategy across all platforms, including PC, to capture a broader international audience.
  • The company is utilizing a portfolio-based management approach that balances stable revenue from established franchises like Sonic, Persona, and Yakuza with innovation from riskier new projects.
  • Sega acquired Rovio to integrate mobile expertise and address the challenges of the games-as-a-service sector through deeper IP engagement.
The Game BusinessJul 2025
Cover of Video Games in Romania: Profiling and Segmenting Video Game Users in 2025
Report7 pages

Video Games in Romania: Profiling and Segmenting Video Game Users in 2025

This document, "Video Games in Romania: Profiling and Segmenting Video Game Users in 2025," provides a comprehensive overview of the Romanian gaming market, profiling and segmenting video game users.

  • Romania has 7.9 million gamers aged 15–64, representing 68% of the internet-using population with an average player age of 36.
  • Gaming is primarily driven by social interaction and relaxation, with 59% of players preferring multiplayer environments and 64% citing relaxation as their main motivation.
  • Digital distribution is the primary acquisition channel for 61% of players, though 33% avoid paid content due to high pricing.
RGDA – Romanian Game Developers AssociationJul 2025
Cover of Llibre Blanc de la Indústria Catalana del Videojoc 2024
Report35 pages

Llibre Blanc de la Indústria Catalana del Videojoc 2024

El Llibre Blanc 2024 ofereix una radiografia de la indústria catalana del videojoc i sosté que, malgrat la correcció postpandèmia global, el sector va continuar creixent el 2023.

  • The Catalan video game industry generated €756 million in 2023, representing 53% of Spain's total revenue and a 6.6% increase from 2022. It employed 5,174 professionals, accounting for 50% of the national total.
  • The industry is projected to reach €893 million by 2027, with an estimated compound annual growth rate (CAGR) of 4.3% for 2023-2027, despite an anticipated stagnation in 2024.
  • In 2024, there were 262 video game studios in Catalonia, with 161 formally constituted as companies, a 10% increase from the previous year.
Direcció General d’Innovació i Cultura DigitalJul 2025
Cover of Les Français et le jeu vidéo: 2025
Report31 pages

Les Français et le jeu vidéo: 2025

L'étude 2025 de Médiamétrie pour le SELL, menée auprès de 4 001 personnes de 10 à 80 ans, dresse le portrait d'une pratique vidéoludique en France à la fois massive, mixte et de plus en plus sociale.

  • The French video game market has reached 40.2 million players, representing 66% of the national population with an average player age of 40.
  • Social and multiplayer gaming are primary engagement drivers, with 86% of players using multiplayer modes and 60% reporting the formation of direct friendships through gaming.
  • Gender parity is a defining characteristic of the market, with women now comprising a 55% majority of players in the 16–30 age demographic.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsJul 2025
Cover of Games Industry Region Report China
Report20 pages

Games Industry Region Report China

China is the world's largest games market and its most difficult to enter, generating $48.7bn in 2024 according to Newzoo (¥325.8bn, or $44.8bn, per the China Audio-Video and Digital Publishing Association), ahead of the United States at $47.6bn.

  • The Chinese games market generated $48.7 billion in 2024, accounting for approximately 30% of total global industry revenue.
  • Chinese entities now dominate the global landscape, owning or developing 14 of the top 30 highest-grossing games worldwide as of early 2025.
  • The market supports a massive player base of over 701 million, with a significant shift occurring as domestic firms expand from mobile dominance into premium triple-A PC and console development.
PocketGamer.bizJul 2025
Cover of The State of PC Game Distribution
Report19 pages

The State of PC Game Distribution

Steam's dominance of PC game distribution, and what it means for developers and publishers weighing alternative channels, is the central subject of this Rokky-published study.

  • Steam maintains a dominant market position, generating $10.8 billion in 2024 revenue with concurrent users increasing from 25.4 million in 2021 to 40.5 million by September 2025.
  • Developer reliance on Steam is extreme, with 88% of studios deriving over 75% of their revenue from the platform and 37% relying on it for more than 90%.
  • Despite 72% of developers labeling Steam a monopoly, diversification is underway, with 48% of studios utilizing the Epic Games Store and the Xbox PC store for distribution.
RokkyJul 2025
Cover of Week in Mobile Games E58 - The UK games industry's £30m boost and Grow a Garden transforms Roblox
30 min
PocketGamer.biz30 min

Week in Mobile Games E58 - The UK games industry's £30m boost and Grow a Garden transforms Roblox

The UK games industry recently received a significant boost through a new £30 million government-backed Games Growth Package.

  • The UK government launched a £30 million Games Growth Package, providing £10 million annually over three years to support early-stage developers and expand the UK Games Fund.
  • Roblox title 'Grow a Garden' hit a record 21.3 million concurrent users in June, demonstrating the massive scale potential of user-generated content platforms compared to traditional AAA titles.
  • Apple is facing significant regulatory pressure under the EU’s Digital Markets Act regarding anti-steering rules, which may force global changes to mobile monetization and user acquisition models.
PocketGamer.bizJun 2025
Cover of Impact of Digitalization on the Monetization of Mahjong Games
Report3 pages

Impact of Digitalization on the Monetization of Mahjong Games

This study examines the impact of digitalization on the monetization models of Mahjong games, focusing on the Greater China region, including Hong Kong.

  • Digitalization has shifted Mahjong's economic model from one-time purchases and per-session parlor payments toward microtransactions, with revenue increasingly concentrated on a small group of highly engaged players.
  • Digital versions sharply lower the entry barrier: console or PC titles typically cost around 150 HKD, far less than paying to play at a Mahjong parlor, and most mobile versions are free to download.
  • Free-to-play digital Mahjong titles reportedly rely on fewer than 10 percent of players to generate profit, according to an industry figure cited by the authors.
DiGRAJun 2025
Cover of TWIG #337 Supercell's AI Ruse and Microsoft’s Muddled Xbox Strategy
63 min
Deconstructor of Fun63 min

TWIG #337 Supercell's AI Ruse and Microsoft’s Muddled Xbox Strategy

The global gaming industry is currently navigating a period of significant structural instability, characterized by widespread layoffs and a strategic pivot among major players.

  • Microsoft’s Xbox division faces a critical strategic impasse characterized by stagnant Game Pass subscriptions, declining hardware market share, and shrinking software margins.
  • Supercell is experiencing revenue declines in flagship titles like Brawl Stars and Clash of Clans, leading to concerns that its pivot toward AI-driven innovation is a distraction from core operational challenges ahead of a potential IPO.
  • Netflix is pivoting away from high-budget gaming ambitions to adopt a casual, low-engagement model similar to Apple Arcade.
Deconstructor of FunJun 2025
Cover of Journey to the East | BITKRAFT Summit 2024
38 min
BITKRAFT Ventures38 min

Journey to the East | BITKRAFT Summit 2024

The global gaming industry is undergoing a fundamental transition, moving away from the speculative play-to-earn models of the past toward high-quality, entertainment-first experiences.

  • Asia remains a dominant revenue driver for the global gaming industry, with China, Japan, Korea, and the US accounting for 90% of revenue for major titles like Genshin Impact and Honkai: Star Rail.
  • Web3 gaming has evolved from simple 'farm' mechanics three years ago to a focus on high-quality game design, though user acquisition remains distinct from traditional Web2 models due to the need for converting players to asset ownership.
  • The Asian gaming market is characterized by high receptivity to experimental monetization models, such as gacha systems and loot boxes, which are driven by significant economic disparities and long-standing consumer conditioning.
BITKRAFT VenturesJun 2025
Cover of “We need our studios to believe they can grow again” – Ukie
57 min
The Game Business57 min

“We need our studios to believe they can grow again” – Ukie

The United Kingdom’s video game industry is undergoing a strategic pivot toward long-term sustainability and economic independence, supported by a new government-backed growth package.

  • The UK government is launching a strategic growth package for the gaming sector, featuring £10 million in startup funding and the establishment of a dedicated UK Video Games Council.
  • The industry is pivoting toward long-term sustainability by decoupling gaming from film and television to establish it as an independent economic and cultural pillar.
  • Workforce development is being prioritized through the Game Skills Network, which focuses on apprenticeships and leadership training to foster high-quality intellectual property as a defense against AI-generated content.
The Game BusinessJun 2025
Cover of Raid Rush Review: If you miss Battle.net tower defense, Raid Rush is your new addiction.
48 min
Two & a Half Gamers48 min

Raid Rush Review: If you miss Battle.net tower defense, Raid Rush is your new addiction.

Raid Rush occupies a distinct position within the mobile tower defense genre by successfully blending traditional strategic mechanics with modern roguelike deck-building elements.

  • Raid Rush generates approximately $24,000 to $28,000 in daily revenue, with ad-based monetization accounting for roughly 30% of total earnings.
  • The game differentiates itself from standard roguelike tower defense titles by allowing players to build their own road paths, adding significant strategic depth that mitigates the staleness common in the genre.
  • The US market accounts for 50% of the game's total revenue, with a notable secondary performance in Korea, proving that hardcore tower defense remains a viable niche for stable, loyal player bases.
Two & a Half GamersJun 2025

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