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Market Analysis

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Page 1
Report33 pages

The Past, Present and Future of Games

The analysis outlines the evolution of gaming from its early stages to contemporary and projected future states, emphasizing demographic shifts, monetization models, and technological convergence. It identifies a multi‑segment consumer base—ranging from “Ultimate Gamers” to “Time Fillers”—and quantifies engagement levels, noting that 45 % of U.S. gamers aged 10‑30 integrate social features into gameplay, while mobile gaming accounts for a growing share of revenue. The report highlights the rise of “games as a service,” cloud gaming, and esports ecosystems, citing 2020 revenue growth of 29 % in PC games and a 19.6 % increase in mobile downloads, with projected 2023 gamer spend up 21 %. Key platforms such as Fortnite, League of Legends, and Genshin Impact dominate viewership, with streaming hours on Twitch and YouTube rising fivefold between 2018 and 2019. The document also maps global value chains, noting Disney’s acquisition of BamTech for sports streaming rights and AT&T’s expansion into esports content. Methodologically, the study draws on Newzoo Consumer Insights surveys, platform analytics, and industry revenue data from 2002‑2027, covering North America, Europe, Asia-Pacific, and emerging markets. The findings underscore a convergence of gaming with social networking, mobile commerce, and 5G‑enabled cloud services, positioning the industry for continued diversification and higher lifetime value per consumer.

  • The gaming industry is experiencing significant growth, evidenced by a 29% increase in PC game revenue and a 19.6% rise in mobile downloads in 2020, with total consumer spend projected to grow by 21% in 2023.
  • Gaming is increasingly defined by social integration, with 45% of U.S. gamers aged 10–30 utilizing social features during gameplay.
  • Streaming viewership has surged, as evidenced by a fivefold increase in hours watched on Twitch and YouTube between 2018 and 2019, led by dominant titles like Fortnite, League of Legends, and Genshin Impact.
  • The industry is shifting toward a 'games as a service' model, supported by the convergence of cloud gaming, 5G technology, and mobile commerce to increase consumer lifetime value.
  • Major media and telecommunications corporations are actively consolidating their position in the gaming ecosystem, exemplified by Disney’s acquisition of BamTech and AT&T’s expansion into esports content.
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NewzooJan 2020
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Report28 pages

InvestGame Deals Report 2020 – Game M&A

The 2020 Game M&A landscape reached a record $33.6 billion in transaction value across 664 deals, with public offerings contributing 45% of the volume and $15.1 billion in 2020 alone, while M&A activity totaled $12.6 billion (potentially $22.2 billion when including recent mega‑deals). The United States dominated the market, accounting for 36% of deal value and hosting four of the top‑10 transactions. Tencent, Embracer, Stillfront, and Zynga were the leading acquirers, together representing 60% of total value. Swedish firms, particularly Embracer and Stillfront, led a domestic acquisition boom that captured 31% of all announced gaming M&A deals.

Investment trends reflected the low‑interest‑rate environment and robust public‑market valuations. Venture capital and corporate funding surged to $5.9 billion, with 363 private deals (55% of transactions) and a pronounced late‑stage focus on multiplatform, mobile, and PC/console titles. Early‑stage VC funding reached $333 million across 82 deals, while late‑stage rounds were concentrated in a handful of large transactions. IPO activity rose to 18 deals ($2.8 billion), led by Asian firms such as Kakao Games and Archosaur, and public PIPE funding exceeded $95 million in the Esports & Other segment.

The Esports & Other sector saw 37 M&A deals totaling $500 million, with control‑type acquisitions dominating (35 of 37). Majority stake takeovers were common, and the segment attracted significant public PIPE funding. Two hardware firms—NACON and Corsair Gaming—raised $350 million through IPOs, while Skillz leveraged a SPAC to achieve a $9 billion market cap. These findings underscore a 2020 environment of heightened M&A activity, concentrated investment in key geographic hubs, and a strategic shift toward multiplatform and esports opportunities.

  • The 2020 gaming market hit a record $33.6 billion in total transaction value across 664 deals, driven by $15.1 billion in public offerings and $12.6 billion in M&A activity.
  • Tencent, Embracer, Stillfront, and Zynga emerged as the dominant market forces, collectively accounting for 60% of the total M&A value.
  • The United States led the global market by capturing 36% of total deal value and hosting four of the year's top-10 largest transactions.
  • Swedish firms, specifically Embracer and Stillfront, drove a domestic acquisition boom that accounted for 31% of all announced gaming M&A deals.
  • Venture capital and corporate funding reached $5.9 billion across 363 private deals, with a clear strategic focus on late-stage investments in multiplatform, mobile, and PC/console titles.
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InvestGameJan 2020
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Report16 pages

Spillrapporten 2019/2020

Norsk spillbransje En global bransje Utfordringer og i dag i vekst muligheter «For å få oversikt over potensialet og utviklingen i dataspillbransjen er det viktig med et godt kunnskapsgrunnlag om spillbransjen og markedet, herunder tall og statistikk som er sammenliknbare med andre næringer og andre Sitatet over er hentet fra regjeringens ferske dataspill ­ Vår ambisjon er at denne statistikken skal oppdateres og strategi, «Spillerom», for perioden 2...

  • The Norwegian gaming industry's gross turnover from games was 550 million NOK in 2018, with 388 million NOK directly by companies and 162 million NOK through other distribution channels.
  • Export revenue from Norwegian games is significant, estimated at 377 million NOK in 2018, substantially higher than the 87.3 million NOK from Norwegian film exports in 2015.
  • Funcom is the largest company in the Norwegian gaming industry, a pattern seen in Finland (Supercell accounted for 88% of turnover in 2015) and Sweden, where dominant players drive overall industry growth.
  • Access to private capital is a major barrier for growth in the Norwegian gaming industry, as many small companies with low equity struggle to secure funding for long development cycles.
  • The Norwegian Film Institute (NFI) provided 23.7 million NOK in grants to data games in 2018, with 13.7 million NOK (58%) going to professional companies, indicating a focus on smaller-scale game development rather than growth-phase companies.
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Norsk Spill- og MultimedieforeningJan 2020
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Presentation1 pages

Slovak Game Industry Infographic

The Slovak game industry demonstrates consistent growth and professional maturation, characterized by a robust increase in both turnover and workforce capacity. As of the end of 2019, the sector comprised 55 active companies, with a significant geographic concentration in Bratislava, which hosts 52 percent of all firms, followed by Košice at 24 percent. The industry’s economic footprint is substantial, with the top ten companies generating over 48 million euros in annual turnover. Workforce development has kept pace with this expansion, as the total number of employees rose from 436 in 2016 to 762 by 2019, supported by the creation of 238 new positions in the final year of the reporting period.

Development activity remains diverse, with a strong emphasis on PC and mobile platforms. PC development leads the market at 73 percent, followed closely by Android and iOS at 60 percent and 44 percent, respectively. While self-publishing remains the dominant business model—utilized by 77 percent of companies for PC and 74 percent for mobile—the industry also leverages a mix of public funding, which supports 29 percent of projects, and commissioned work. Despite this growth, the sector faces talent acquisition challenges, particularly in filling roles for programmers, game designers, and marketing specialists.

The industry maintains a global outlook, with 40 international employees and a significant portion of the workforce engaged in outsourcing and international collaboration. Women represent a notable segment of the industry, occupying 129 positions, primarily within graphic arts, marketing, and production roles. With 221 active projects reported in 2020 and ongoing support from the Slovak Arts Council, the industry is positioned for continued development, balancing in-house creative output with strategic international partnerships and a diversified platform strategy.

  • The Slovak game industry experienced significant workforce expansion between 2016 and 2019, growing from 436 to 762 employees.
  • The top ten companies in the sector generated over 48 million euros in annual turnover as of 2019.
  • The industry is geographically concentrated, with 52 percent of the 55 active companies based in Bratislava and 24 percent in Košice.
  • PC development is the primary focus for 73 percent of companies, followed by Android at 60 percent and iOS at 44 percent.
  • Self-publishing is the dominant business model, utilized by 77 percent of PC developers and 74 percent of mobile developers.
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Slovak Game Developers AssociationJan 2020
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Report63 pages

Slovak Game Industry Annual Report 2020/2021

04 Slovak Game Development Industry 2020 59 Outsourcing and Services To currently speak about the games industry without mentioning the unprecedented times we’re all living through is a neary impossible task. I would like to express a huge amount of gratitude towards every single studio’s and individual’s hard work and dedication - continuing not only to create, but also to support our association.

  • Slovak game development includes studios like Tater Games (founded 2019, 7 employees, released Nunu Spirits, Cyber Forge), Atomic Realm (founded 2019, 4 employees, released Magnet Run, developing Squabble), and Fatbot Games (founded 2015, 6 employees, released Vaporum).
  • Larger studios include Pixel Federation (founded 2007, 220 employees, titles like Diggy's Adventure, TrainStation 2) and Inlogic (founded 2005, 60 employees, titles like Football Championship 2020, Zombie Hill Race 3).
  • Several studios focus on specific niches: Incidental Minds (founded 2018, 6 employees) develops 2D illustrated story-driven and strategic games, while Neutraworks (founded 2018, 6 employees) is an independent studio.
  • MATSUKO (founded 2016, 10 employees) is a deep-tech company specializing in holographic communication and 3D video games, with experience collaborating with Ubisoft.
  • Educational initiatives include OpenLab, a technological accelerator for high school students, and Summer Game Dev, a summer school for game development aimed at moderately experienced and advanced developers.
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Slovak Arts CouncilJan 2020
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Whitepaper26 pages

White Paper on Spanish Video Game Development 2020

Promoted by: With support from: Promoted by: With support from: LÍNEA Covid-19<sub>CULTURA</sub> One more year, DEV, the Spanish Association of Video Games and Entertainment Software Producers and Development Companies, keeps its commitment to the sector it represents by publishing the White Paper on Spanish Video Game Development, the leading report that makes an in-depth analysis of the video game industry in our The White Paper, this year celebrating its seventh edition, is aimed at dev...

  • The Spanish video game industry billed 920 million euros in 2019, a 13% increase from 2018, and is projected to exceed 1.7 billion euros by 2023 with an annual growth rate of 17%.
  • Employment in the sector grew by 6.1% in 2019, reaching 7,320 professionals, and is estimated to reach 8,500 direct jobs by 2023.
  • Despite being the fifth European and tenth global market, 86% of Spanish studios bill below 2 million euros annually, with 61% billing under 200,000 euros, indicating a prevalence of small companies.
  • Catalonia leads in both billing (51%) and employment (46%) within the Spanish video game industry, followed by Madrid (28% billing, 26% employment).
  • A significant 66% of the industry's revenue comes from international markets, highlighting its export-oriented nature.
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DEV - Spanish Association of Video Games and Entertainment Software Producers and Development CompaniesJan 2020
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Report83 pages

Economic Analysis of the Audiovisual Sector in the Republic of Ireland

A Report from Olsberg SPI with A Report from Olsberg•SPI with Economic Analysis of the Audiovisual Sector in the Republic of Ireland Glossary 1 1. Executive Summary 4 1.1. Economic Contribution 5 1.2. Key Strategic Issues and Recommendations 6 2. Introduction 10 2.1.

  • The audiovisual and radio sectors contributed over €1 billion in Gross Value Added (GVA) to the Irish economy in 2016, with Film, TV, and animation accounting for the largest share at €692 million.
  • The sectors generated an estimated €191 million in export earnings for Ireland in 2016, primarily from film, television, and animation. Inward production of live-action films and TV programs alone contributed €123.3 million to these export earnings.
  • Irish animation studios earned an estimated €48.2 million from foreign clients in 2016, representing 74% of their total turnover.
  • The Section 481 Tax Relief is crucial for the Irish film and TV industry, enabling local projects, attracting international co-productions, and making Ireland competitive for high-budget inward investment. Its future beyond 2020 requires clarification.
  • Ireland faces a shortage of studio capacity, hindering both inward investment and domestic productions. Existing facilities are often booked, too small, or lack local crew support, increasing costs and limiting growth.
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Olsberg SPIJan 2020
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Report19 pages

Baromètre Annuel du Jeu Vidéo en France: 2020

The 2020 Annual Barometer of the Video Game Industry in France provides a comprehensive analysis of the sector’s economic health, production landscape, and educational ecosystem. Based on a survey of 1,131 industry structures conducted between June and September 2019, the report highlights a robust industry characterized by steady growth, strong entrepreneurial spirit, and significant international reach. The findings underscore France's position as a highly attractive hub for video game development, ranking second globally behind the United States.

Key findings reveal that the industry is heavily focused on production, with half of all sector entities operating as development studios. These studios demonstrate a strong commitment to independence, with 93% identifying as independent and 74% actively creating original intellectual properties. Production remains largely centered on PC platforms, though mobile and console markets remain vital. Financially, the sector relies heavily on self-financing, supplemented by public support mechanisms such as the Video Game Tax Credit (CIJV) and regional aids. Despite this, access to traditional bank credit remains a challenge for many studios.

The report also details a positive outlook for employment, noting a trend toward stable, qualified, and permanent positions, with significant hiring intentions for the coming year. The educational sector is identified as a critical pillar of this growth, with 40 surveyed institutions training a growing pipeline of talent across design, technology, and management roles. While the industry shows resilience and optimism, it faces ongoing industrial transitions, including the rise of cloud gaming, immersive technologies, and new distribution models. Overall, the sector maintains a strong export orientation, with 44% of studio revenue generated internationally, reinforcing the strategic importance of the French video game industry within the global market.

  • France ranks as the second-largest global hub for video game development, trailing only the United States.
  • The industry is primarily composed of independent development studios, with 93% identifying as independent and 74% focused on creating original intellectual properties.
  • International markets are a primary revenue driver, accounting for 44% of total studio income.
  • The sector relies heavily on self-financing and public support mechanisms like the Video Game Tax Credit (CIJV), as traditional bank credit remains difficult to access.
  • The workforce is characterized by stability and growth, with a trend toward permanent, qualified positions and high hiring intentions.
Syndicat National du Jeu VidéoJan 2020
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Report3 pages

The Video Game Industry in France: 2020 Edition Economic Context and Production

The French video game industry demonstrates robust entrepreneurial momentum and a strong focus on production, characterized by a diverse ecosystem of over 1,130 establishments. The sector is primarily composed of development studios, which account for 50% of industry entities, followed by service and technology providers at 42%, publishers at 6%, and distributors at 2%. This landscape is marked by a youthful demographic, with 19% of development studios having been established within the last five years, while another 19% have operated for over a decade.

Production output remains stable, with 530 titles marketed in 2019 and a significant pipeline of projects in development. Notably, 63% of these titles are based on new intellectual properties, reflecting a strong commitment to original content. Employment trends are equally positive, with 75% of employees working under permanent contracts. The industry is actively expanding, with projections indicating the creation of 800 to 1,200 new jobs by the end of 2019. Despite this growth, gender diversity remains a challenge, as women and non-binary individuals comprise only 16% of the workforce, with women holding just 11% of management roles.

The findings are based on a comprehensive survey conducted between June and September 2019, targeting 1,131 industry entities, including both members and non-members of the French Video Game Trade Association. The data highlights a strong educational pipeline, with a 26% growth in student enrollment and a high placement rate, as one in two graduates secures employment within the video game sector within a year. These metrics underscore the industry's role as a vital economic engine, supported by a specialized talent pool and a clear focus on sustainable, long-term production.

  • The French video game industry comprises over 1,130 establishments, with development studios representing 50% of the sector and service/technology providers accounting for 42%.
  • The industry demonstrates a strong commitment to original content, with 63% of the 530 titles marketed in 2019 based on new intellectual properties.
  • Employment is characterized by stability and growth, with 75% of the workforce on permanent contracts and projections for 800 to 1,200 new jobs created by the end of 2019.
  • Gender diversity remains a significant industry challenge, as women and non-binary individuals make up only 16% of the total workforce and women hold just 11% of management positions.
  • The sector benefits from a robust talent pipeline, evidenced by a 26% growth in student enrollment and a 50% placement rate for graduates within the industry one year after completion.
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Syndicat National du Jeu VidéoJan 2020
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Report140 pages

The Game Industry of Poland: 2020

Eryk Rutkowski Polish Agency for Enterprise Development Jakub Marszałkowski Indie Games Poland, Poznan University of Technology Sławomir Biedermann Polish Agency for Enterprise Development Edited by Sławomir Biedermann, Jakub Marszałkowski Ministry of Development Development Ministry of Culture and National Heritage Published by the Polish Agency for Enterprise Development Pańska 81/83, 00-834 Warsaw, Poland www.parp.gov.pl ...

  • The Polish game industry has over 440 studios and companies, with 43 of them listed on the Warsaw Stock Exchange (12 on the main floor, 31 on NewConnect).
  • Between 2017 and 2020, over 120 studios closed down while over 160 new ones were established, indicating a high variability in the sector, though the rapid growth observed before 2017 has slowed.
  • 11 bit studios, founded in 2009 by former Metropolis studio members, developed 'This War of Mine' (the first video game on Poland's official school reading list) and 'Frostpunk', and has 140 employees.
  • PlayWay, founded in 2011 by Krzysztof Kostowski, went public five years later and now has 55 subsidiaries incorporating 100 development teams, improving financial performance quarterly and paying out full dividends.
  • All in! Games, a Cracow-based company, merged with Setanta in early 2020, went public, and has grown to nearly 60 employees; they are also the naming rights sponsor and strategic partner of the Wisła Cracow e-sport section since 2019.
Polish Agency for Enterprise DevelopmentJan 2020
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Report9 pages

Games Monitor: The Netherlands 2020 Update – COVID Impact

This update provides an analysis of the Dutch video game industry’s performance during 2020, specifically examining the operational and economic impacts of the COVID-19 pandemic. The findings are based on a survey of over 100 industry professionals conducted in late 2020, supplemented by desk research and database updates. The report tracks industry growth, employment trends, and the shift in business dynamics necessitated by global lockdowns.

The Dutch games sector demonstrated resilience, growing from 575 companies in 2018 to 615 by the end of 2020, with total employment reaching approximately 4,000 jobs. While the industry largely transitioned to remote work with minimal impact on output quality, the pandemic created a divide between business-to-consumer (B2C) and business-to-business (B2B) entities. B2C entertainment companies generally benefited from increased consumer demand for home-based entertainment. Conversely, B2B and applied game developers faced significant challenges in the spring of 2020 as client projects were paused or canceled, though some firms in the healthcare sector identified new opportunities.

Operational challenges were primarily centered on human resources and networking. While productivity remained stable for most, employee engagement declined due to the loss of informal office culture, and nearly half of respondents reported increased stress levels. The absence of physical industry events hindered the establishment of new business relationships, with one-third of respondents unable to pursue new business opportunities effectively. Despite these hurdles, the industry maintained its growth trajectory, supported by government labor cost subsidies that assisted approximately 85 companies during the initial lockdown phases. Overall, the sector proved adaptable, leveraging digital infrastructure to sustain operations while navigating a volatile market environment.

  • The Dutch video game industry grew from 575 companies in 2018 to 615 by the end of 2020, supporting approximately 4,000 total jobs.
  • B2C entertainment developers experienced increased consumer demand during the pandemic, while B2B and applied game developers faced project cancellations and delays.
  • Operational productivity remained stable despite the transition to remote work, though nearly 50% of industry professionals reported increased stress levels.
  • The loss of physical industry events hindered business development, with one-third of surveyed professionals unable to effectively pursue new opportunities.
  • Approximately 85 companies in the sector utilized government labor cost subsidies to maintain operations during the initial 2020 lockdown phases.
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Dutch Game GardenJan 2020
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Report147 pages

The State of the Finnish Game Industry 2020

The Finnish game industry solidified its position as a cornerstone of the national economy in 2020, maintaining a turnover exceeding €2 billion for the sixth consecutive year. Despite a slight contraction in the total number of active studios to approximately 200, the sector experienced a maturation phase characterized by increased revenue stability and a rise in high-performing firms. With 46 studios now generating over €1 million annually and a collective net profit surpassing €500 million, the industry demonstrated remarkable resilience against the operational disruptions of the COVID-19 pandemic. This economic strength is supported by a workforce of 3,600 professionals, with a persistent demand for hundreds of additional hires, reflecting a healthy, expanding ecosystem.

The industry is currently undergoing a strategic transformation driven by technological shifts toward cloud gaming, artificial intelligence, and Games as a Service models. While developers benefit from a robust network of public funding, private investment, and professional associations, they face mounting pressures from market consolidation, rising user acquisition costs, and regulatory fragmentation. To remain competitive in a saturated global market, Finnish studios are increasingly prioritizing data-driven design, social integration, and the development of strong intellectual property. This shift is accompanied by a positive trend in workforce diversification, with female representation reaching 22 percent.

The Finnish landscape remains defined by a diverse array of entities, ranging from global mobile giants like Supercell and Rovio to specialized indie developers and B2B service providers. These companies successfully balance creative autonomy with sustainable business practices, leveraging both original IP and work-for-hire models. By integrating emerging roles such as content creators and streamers into the development lifecycle, the industry continues to evolve, ensuring that Finnish studios maintain their significant footprint in the global digital entertainment market through innovation in mobile, console, and emerging technology platforms.

  • The Finnish game industry maintained a turnover exceeding €2 billion in 2020, marking the sixth consecutive year of achieving this milestone.
  • Industry profitability remains strong with 46 studios generating over €1 million annually and a collective net profit surpassing €500 million.
  • The sector employs 3,600 professionals across approximately 200 active studios, with a persistent demand for hundreds of additional hires.
  • Strategic development is shifting toward cloud gaming, artificial intelligence, and Games as a Service models to combat rising user acquisition costs and market saturation.
  • Workforce diversification is improving, with female representation in the industry reaching 22 percent.
Neogames FinlandJan 2020

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