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Cover of The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA
Report8 pages

The Take-Two Diaspora: Why Alumni Win Big in Mobile, Not AAA

The analysis examines the investment trajectory of companies founded by former senior executives from Take-Two Interactive and its subsidiaries.

  • Former Take-Two senior executives founded 23 startups between 2020 and 2025, securing $1.2 billion in capital across 43 deals.
  • Dream Games, a prominent alumni-led studio, achieved a $2.5 billion exit in July 2025, highlighting the high valuation potential of these ventures.
  • Alumni-led firms significantly outperform industry benchmarks, with a 60% rate of raising a second funding round within one year compared to the 20% industry average.
InvestGame
Cover of Swipe Before Type: India's Interactive Media Consumer Survey 2024–2025
Report23 pages

Swipe Before Type: India's Interactive Media Consumer Survey 2024–2025

The survey, covering September 2024 to September 2025, examines India’s interactive media landscape across video, audio, social, gaming and emerging AI-driven content.

  • Gaming dominates high-value consumer spending, capturing 70% of wallet share for transactions exceeding INR 1,000, while video and social media command 30% each at the INR 200–500 price point.
  • Mobile-first gaming remains the primary format, but 30% of users now engage via PC and 22% via consoles, with casual and midcore titles driving 8 hours of weekly engagement.
  • UPI is the near-universal payment method for digital content, accounting for 90% of all in-app purchases.
Lumikai
Cover of Asia Pacific Market Report 2025: Creating Opportunities for Video Games in Asia
Report36 pages

Asia Pacific Market Report 2025: Creating Opportunities for Video Games in Asia

Asia’s gaming landscape in 2025 is dominated by a triad of regional strengths that together shape the global market.

  • Southeast Asia is the region's fastest-growing mobile-centric market, currently valued at $14.8 billion and driven by a demographic of 680 million residents under the age of 30.
  • Japan remains a global cultural powerhouse, with iconic franchises generating $215 billion in worldwide influence and $178.8 million in IP-specific revenue.
  • Esports in Southeast Asia is a significant economic driver, with projected revenue between $350 million and $380 million.
GamesBeat
Cover of Investing and Financial Management App Market and Advertising Trends 2025
Report29 pages

Investing and Financial Management App Market and Advertising Trends 2025

Investment-management and crypto trading applications have accelerated growth in 2025, with global downloads rising 12% to about five billion.

  • Global downloads for investment and crypto trading apps rose 12% in 2025, reaching approximately five billion total downloads.
  • User demographics are heavily male-skewed, with crypto apps reaching over 90% male users and emerging markets like India and Vietnam reporting only 13–17% female participation.
  • Market preferences are geographically fragmented: U.S. and Japanese users favor established brokerages, while consumers in India and Southeast Asia prioritize local, mobile-centric platforms.
Sensor Tower
Cover of 1H 2025 Amazon Retail Media: An Inside Look at How Brands Are Showing Up
Report24 pages

1H 2025 Amazon Retail Media: An Inside Look at How Brands Are Showing Up

Amazon Retail Media dominated the first half of 2025, capturing $618 million in ad spend—more than double Walmart’s $236 million and nearly six times Chewy’s $105 million—while attracting 9,542 unique advertisers, a figure nine times larger than Walmart’s 1,076.

  • Amazon Retail Media dominated the market in 1H 2025 with $618 million in ad spend, significantly outpacing Walmart ($236 million) and Chewy ($105 million).
  • Amazon’s advertiser base is nine times larger than Walmart’s, hosting 9,542 unique advertisers compared to Walmart’s 1,076.
  • Samsung, Unilever, and L’Oréal were the top spenders in 1H 2025, contributing $7.1 million, $5.7 million, and $5.3 million respectively.
Sensor Tower
Cover of State of Mobile 2025: Why Community Wins on Mobile
Report29 pages

State of Mobile 2025: Why Community Wins on Mobile

The State of Mobile 2025 report examines the current mobile ecosystem, emphasizing how community engagement—particularly on Reddit—drives sustained app growth.

  • Reddit-acquired users demonstrate significantly higher lifetime value, with 41% higher Day-1 spend than other social platforms and 159% higher than digital media.
  • Reddit users exhibit superior long-term retention and engagement, spending 55% more time in-app on Day 1 and 103% more by Day 30 compared to other channels.
  • Global mobile in-app purchase revenue reached $150 billion in 2024, representing a 13% year-over-year increase, while total usage hit 4.2 trillion hours.
Reddit
Cover of Gaming in Africa 2024
Report30 pages

Gaming in Africa 2024

Gaming in Africa 2024 reveals a market that is overwhelmingly mobile-centric, with 92% of respondents playing on phones and 81% using smartphones.

  • The African gaming market is overwhelmingly mobile-centric, with 92% of users playing on phones and Android devices accounting for 92% of all downloads.
  • Monetization is driven by microtransactions, utilized by 63% of players, with Kenya serving as a key market where mobile money accounts for over 60% of payment methods.
  • Player engagement is high, as 78% of respondents played within the last day and one-third of gamers spend three or more hours per session.
GeoPoll
Cover of A Shortcut to Your Own Game Insights Platform
Report20 pages

A Shortcut to Your Own Game Insights Platform

The guide presents a turnkey solution for game studios to build an in-house data pipeline without the high costs of custom engineering.

  • GameAnalytics provides a turnkey data pipeline that eliminates the need for custom ETL development, proprietary SDKs, and ongoing infrastructure maintenance.
  • The platform offers two primary data delivery methods: Player Warehouse for daily refreshed, SQL-ready event tables and Raw Export for real-time JSON streaming.
  • A publisher utilizing Raw Export achieved a 50% increase in lifetime value (LTV) across 19 titles, while a VR MMO leveraged Player Warehouse to improve player engagement.
InvestGame
Cover of East vs. West: Monetization Trends
Report5 pages

East vs. West: Monetization Trends

Mobile gaming monetization strategies reveal distinct behavioral patterns between Eastern and Western markets, driven by differing consumer motivations and spending habits.

  • Eastern mobile gamers demonstrate a significantly higher propensity for large transactions, with 76% of purchases exceeding $10 compared to only 42% in Western markets.
  • Western mobile gamers are more likely to make small-scale purchases, with 8% of spenders in the West opting for transactions under $5, contrasted with 30% in the East.
  • Monetization strategies in the West should prioritize value-based bundles, as these resonate more effectively with the purchasing preferences of Western players.
Mistplay
Cover of Bilan du Marché Français: 2025
Report39 pages

Bilan du Marché Français: 2025

The French video game market demonstrated significant resilience in 2025, generating €5.856 billion in total revenue, a 2.9% increase over the previous year.

  • The French video game market reached €5.856 billion in 2025, a 2.9% year-over-year increase and the second-highest revenue in the industry's history.
  • Mobile gaming experienced an 11% surge to reach €1.792 billion, with free-to-play models accounting for 94% of that sector's total revenue.
  • Market share is distributed across consoles (44%), mobile (31%), and PC (26%), with software sales—driven by digital content and microtransactions—comprising over two-thirds of total revenue.
SELL – Syndicat des Éditeurs de Logiciels de Loisirs
Cover of 2024 Integrated Report: Value Creation Story
Report105 pages

2024 Integrated Report: Value Creation Story

DeNA is currently executing a strategic pivot toward a diversified business model to mitigate the volatility inherent in the gaming industry.

  • DeNA aims for a non-GAAP operating profit of 15.0 billion yen by FY2026, with additional goals of 5.0 billion yen for Healthcare & Medical and 3.0 billion yen for Sports & the Community over the next three years.
  • DeNA has significantly shifted its business portfolio since FY2021, reducing reliance on the volatile Game Business and growing Live Streaming to over 40.0 billion yen (more than 30% of total revenue) and Sports to 20% of total revenue.
  • The Live Streaming Business, driven by Pococha (5.77 million downloads as of March 31, 2024) and IRIAM, has grown to over 40.0 billion yen in revenue, with a segment profit of 5.2 billion yen in FY2023.
DeNA Co.
Cover of FY2018 2Q Result Presentation
Report5 pages

FY2018 2Q Result Presentation

GREE, Inc. reported FY2018 second-quarter results on February 2, 2018, with net sales of ¥19.5 billion and operating income of ¥2.3 billion, exceeding targets for both metrics. EBITDA reached ¥2.7 billion.

  • GREE reported FY2018 Q2 net sales of ¥19.5 billion and operating income of ¥2.3 billion, both exceeding internal targets.
  • The company is pivoting toward console gaming, with 'The Fishing Star' confirmed for Nintendo Switch and a global release currently in development.
  • While year-on-year growth was positive, quarterly sales moderated by approximately 10 percentage points due to reduced advertising spend and lower commission fees.
GREE

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