In 2022, DLC sales accounted for $13 % of PC revenue and $7 % of console revenue in the US.
Source: How DLC boosts engagement for PC and console gamesIn 2022, revenue from premium transactions constituted over $50 %$ of US spending on PC and console games.
Source: How DLC boosts engagement for PC and console gamesGlobal coverage with 37 markets, 8 regions
Source: How DLC boosts engagement for PC and console gamesIn-game spending accounted for nearly 50% of PC and console revenue in the US
Source: How DLC boosts engagement for PC and console games10,000+ Games tracked across PC, Xbox, PS, and Nintendo Switch
Source: How DLC boosts engagement for PC and console games10,000+ Games tracked across PC, Xbox, PS, and Nintendo Switch
Source: The PC & Console Market Gaming Report 2024Share of payers for 1 platform: 41%
Source: The PC & Console Market Gaming Report 2024PC and console gaming generated $93.5 billion (USD) in 2023, with +2.6% growth YoY.
Source: The PC & Console Market Gaming Report 2024The bar chart shows the total amount of money spent by the company on various types of products in 2019
The bar chart shows the financial results of GRUPA KAPITAŁOWA PCF GROUP SPÓŁKA AKCYJNA for the years 2018, 2019 and 2020
The image displays a bar graph with the title "Retention D1"

Daily Hours of Use Among All U.S. Adults

Steam Monthly Active Users By Client Language<sup>1</sup> (Worldwide; Based on Trailing 90 Days)

Share of PlayStation & Xbox Engagement (Worldwide; Users 18+; 37 Markets Total and Excludes India and China)
In 2025, roughly 14.2 million Italians—about a third of the population aged six to seventy‑five—engage in video gaming, with a pronounced male bias and a concentration of players under 35. The industry’s total revenue remains steady at €2.4 billion, of which game sales account for 77 percent (€1.8 bn). Gaming time has risen to nearly eight hours per week, driven primarily by smart‑device play (22 percent reach, €929 m revenue) and console gaming (13 percent reach, €643 m). App‑based games now represent more than half of the market, dominated by freemium monetisation; only one percent of app revenue comes from upfront purchases. Revenue distribution varies by platform. Smart‑device earnings are almost entirely from in‑app purchases (ARPU €84), while console sales lean heavily on digital downloads—65 percent of new game revenue comes from full‑game downloads (€502 m) and 21 percent from DLC (ARPU €99). PC revenue is largely driven by DLC (43 percent) and full‑game downloads (98 percent of console sales). Subscription services are pivotal: console ecosystem subscriptions contribute 59 percent of total gaming‑subscription revenue (€153 m), with mobile and single‑game franchises accounting for 6 percent and 35 percent respectively. Player demographics reveal that smart devices attract a younger, male‑skewed audience (31 percent of 6–17‑year-olds), whereas console and PC gaming remain niche but heavily male‑skewed, concentrated among teens. Casual and sports titles dominate sales across all platforms, with subscription services such as PlayStation Plus and Xbox Game Pass driving a significant share of paid play. Engagement patterns show males spending the most hours on consoles (average seven hours per week), while PC gaming remains steady across age groups. Approximately one‑quarter of players follow gaming news on YouTube or vlogs, and 20 percent rely on social media or family discussions for information. The data derive from a nationally representative online survey of 3,000 respondents, weighted against an offline omnibus sample and calibrated to industry sales figures.
The 2025 PC/Console Gaming Index demonstrates that action titles dominate the market, with approximately 262 million downloads year‑to‑date. Indie and AA developers such as *R.E.P.O.*, *Split Fiction*, and *Peak* contribute the majority of these downloads, while Steam remains the leading platform for both volume (≈450 million downloads) and premium revenue. Console ecosystems differ: PlayStation and Xbox each secure around 376 million and 283 million downloads respectively, with a pronounced preference for AAA releases (≈50 % each). Electronic Arts leads global download counts at roughly 82.8 million, followed by Microsoft (≈71 million) and Sony (≈55 million). Steam’s marketplace favors indie publishers, who account for 60 % of downloads, whereas PlayStation and Xbox are dominated by large studios. Monetization patterns diverge across platforms: Xbox users largely adopt free‑to‑play models (≈39 % of downloads), driven by Game Pass and cross‑platform titles, whereas Steam users prefer premium content (≈79 % paid). PlayStation exhibits the highest premium skew among consoles, with 83 % of downloads from paid titles. Microsoft’s year‑to‑date download total reaches 452 million, with mobile accounting for 83 % of that figure and PC/console contributing 75 million. Sony’s strategy focuses on internal studios, generating 55 million PC/console downloads and 15 million mobile downloads centered on anime‑IP titles. Key publishers such as Kepler Interactive and Deep Silver excel in AA performance, while American and Japanese studios dominate global PC/console downloads—particularly on Xbox (over 50 % US share) and PlayStation (22 % Japanese share). Monster Hunter Wilds illustrates a shift from pre‑launch pet and cooking themes to post‑launch epic gameplay, with US creatives featuring PlayStation branding and Japanese creatives using Capcom branding. Steam remains the dominant download platform, delivering nearly four times more downloads than PlayStation. The campaign’s channel shift saw TikTok fall from #2 to #7 post‑launch, while OTT rose to #2 in US spend, indicating a transition from trend‑driven hype to sustained engagement.
Asia’s gaming landscape in 2025 is dominated by a triad of regional strengths that together shape the global market. Japan remains the cultural nucleus, with iconic franchises such as Pokémon, Final Fantasy and Monster Hunter generating $215 billion in worldwide influence and $178.8 million in IP revenue, while mobile titles like Fate/Grand Order expand overseas earnings. The country’s mature domestic market and brand prestige are offset by regulatory limits on gacha mechanics, sparse esports sponsorships, and a need to align with global live‑service standards. Success will depend on leveraging storytelling prowess and anime‑gaming synergies rather than chasing fleeting trends. South Korea contributes a high‑speed, 5G‑driven esports ecosystem and hybrid free‑to‑play models that set industry benchmarks for competitive play and monetization. Southeast Asia, meanwhile, is the fastest‑growing mobile‑centric market, with a $14.8 billion industry powered by 680 million under‑30 residents and high mobile engagement. Monetization is shifting from ad‑heavy hypercasuals to midcore RPGs and MOBAs, supported by local payment systems such as GCash and GoPay. Esports in the region is projected to generate $350–380 million, underscoring its economic significance. Developers face significant entry barriers across the APAC region, including localization challenges, fragmented regulations, and diverse payment ecosystems. End‑to‑end solutions that integrate local payments, provide compliance support, and enable flexible distribution are essential. Embedding community‑driven monetization—through affiliate revenue shares, in‑game branded content, and live‑stream partnerships—offers a sustainable path to growth. The overarching thesis is that deep cultural insight, sharp localization, and adaptability to mobile‑first dynamics are the keys to unlocking opportunities in Asia’s rapidly evolving gaming market.
Capital Markets Event 2025 showcases the Coffee Stain Group’s strategy of building a portfolio around small, autonomous teams that prioritize gameplay quality and community engagement. Ninety percent of net sales derive from a handful of flagship titles—most notably Goat Simulator, Deep Rock Galactic and Satisfactory—which consistently achieve high review scores (above 96 %) and generate lifetime sales up to SEK 2 bn. The company’s partnership model, publishing and investing in niche‑focused games, sustains long‑term value through continuous content updates and a symbiotic developer‑player relationship. The global gaming market is projected to grow at 3 % CAGR across all platforms, driven by rising consumer spend and the expansion of Steam, mobile, Game Pass and PlayStation Plus. Despite saturation and increased competition for player attention, Coffee Stain maintains a strong presence; its titles enjoy high review counts (over 500 k for Goat Simulator) and retain players through regular updates, platform expansions and community‑driven development. Innovation, creative gameplay and long‑term support are core to the firm’s approach. Strategic collaborations reinforce this model. The partnership with Tuxedo Labs leverages the proprietary Teardown physics engine, producing a highly engaged community (10 000+ mods, 20 major updates) and peak concurrent users of 60 k for Deep Rock Galactic seasons. The studio’s headcount grew from six to 47 FTEs over five years, illustrating the scalability of open development and a “make happy decisions” culture that drives both critical acclaim (e.g., 9.5/10 reviews) and commercial success. Coffee Stain’s Roblox title, Welcome to Bloxburg, exemplifies a successful free‑to‑play transition. With 791 k daily active users and SEK 1.35 bn in lifetime net sales, the monetization mix of currency purchases, optional unlocks and a premium subscription maintains a non‑pay‑to‑win stance while rebuilding player trust. The company’s lean cost base and strong cash generation are amplified by launch‑driven sales spikes from new content releases and strategic stakes such as its 30 % share in Iron Gate’s Valheim publishing. Financially, the group reports a net‑sales CAGR of 34 % to SEK 1.2 bn and a cash EBIT margin of 44 %. Cash reserves reach SEK 472 m in 2025, with no external debt, providing flexibility for capital allocation and potential M&A. The lean, autonomous team model underpins low overheads, high cash conversion (≈120 %) and a focus on developing existing IPs while selectively pursuing new opportunities across platforms and partnerships.
Embracer Group’s FY 2023/24 ESG Fact Sheet outlines the company’s sustainability framework, titled Smarter Business, which focuses on three core pillars: Great People, Solid Work, and Our Planet. Operating across more than 40 countries with 139 internal studios, the organization aims to integrate ethical governance and long-term value creation into its global operations. The company’s sustainability strategy is supported by 16 group policies and 12 guidelines, with oversight provided by the Audit and Sustainability Committee and an internal Ambassador Group. Key performance indicators for the 2022/23 financial year highlight both progress and areas for development. Within the Great People pillar, the company reported a 26% female representation rate and an employee satisfaction score (eNPS) of +29. To foster leadership diversity, the board has committed to doubling the number of female managing directors and studio heads by 2025. Regarding environmental impact, the company has conducted a comprehensive greenhouse gas inventory, reporting total emissions of 687,102 tCO2e. The firm has aligned its climate strategy with the Paris Agreement, targeting a 45% reduction in carbon emissions by 2030 compared to a 2021/22 baseline. The company utilizes a structured methodology for tracking progress, including annual global employee surveys and standardized sustainability due diligence during acquisitions. Furthermore, the organization actively participates in industry-wide initiatives such as the UN Global Compact, Women in Games, and PlayCreateGreen. By integrating these partnerships with internal training programs on privacy and ethics, the company seeks to manage operational risks while promoting digital well-being and accessibility across its portfolio of over 900 franchises.
1. Market trajectory What direction is the PC and console market heading in 2026? 8 What direction is the PC and console market heading in 2026? 2. Attention & value allocation Where do players spend time and money on PC and console? 17 3. Market concentration What happens if you are not a top-20 game? 45 4.
GungHo Online Entertainment’s Vol. 42 report outlines the company’s strategic focus on expanding its two flagship intellectual properties—Puzzle & Dragons and Ragnarok—into global markets while sustaining robust financial performance. The report highlights that Puzzle & Dragons, launched in 2012, has achieved over 63 million downloads worldwide and continues to drive user engagement through frequent events, cross‑media collaborations, and a 13th‑anniversary release in May 2025. The Ragnarok franchise, managed by subsidiary Gravity Co., Ltd., has expanded from its original PC MMORPG roots to mobile and console titles, with recent releases such as Ragnarok X (PC/Android/iOS) and LUNAR Remastered Collection targeting Latin America, Southeast Asia, and other regions. Financially, consolidated net sales rose from ¥125.3 billion in 2022 to ¥103.6 billion in 2024, with operating profit increasing from ¥27.9 billion to ¥17.5 billion over the same period. Overseas sales ratio climbed from 39.3 % in 2022 to 47.7 % in 2024, reflecting successful international penetration. The company maintained a dividend payout ratio above 30 % and executed treasury‑share repurchases totaling ¥9.86 billion in 2024, underscoring a commitment to shareholder value. Methodologically, the report aggregates data from internal analytics on downloads, MAU, and revenue across more than 150 countries in 11 languages. It also references quarterly performance metrics and event‑based user activity to gauge engagement. Overall, the document presents a cohesive narrative of sustained growth through IP expansion, diversified platform presence, and disciplined financial management.
Ragnarok Online 3 is announced as a free‑to‑play smartphone and PC MMORPG that will launch in Japan on February 13, 2026. Developed by Gravity Co., Ltd. and Lee MyoungJin (studio DTDS) under GungHo Online Entertainment’s publishing umbrella, the title preserves core elements of the original Ragnarok series—job system, classic content, and atmospheric design—while introducing a modern art style and restructured systems that support global interaction and cooperative play. Seasonal updates will refresh status, skill building, and siege battles, offering continuous new experiences for both veteran players and newcomers. The service will be available on iOS, Android, and PC (planned), with in‑game purchases. Distribution is managed by a consolidated subsidiary of Gravity, excluding certain regions, and preparations for the Japanese launch are underway. GungHo emphasizes its commitment to high‑quality content and global expansion, aligning with its philosophy of pursuing new challenges and product creation. GungHo Online Entertainment, headquartered in Chiyoda‑ku, Tokyo, was founded in 1998 and reported paid‑in capital of ¥5.338 billion as of December 31, 2025. The announcement includes standard legal and trademark notices for Apple, Google, and related brands. Press inquiries are directed to GungHo’s IR group via [email protected].
Financial highlights for the third quarter of fiscal year 2013 show a robust performance, with net sales rising 15.2 % to ¥34,639 million from the prior year’s ¥22,206 million. Gross profit increased 27.2 % to ¥13,939 million, while operating income surged 43.5 % to ¥6,208 million, and net income climbed 90.8 % to ¥5,656 million. These gains outpaced the company’s own forecasts of 6.8 % growth in net sales and 12.8 % in operating income, indicating stronger-than‑expected execution. Segment analysis reveals that Game Software remains the largest contributor, generating ¥23,718 million in sales and ¥6,229 million in operating income. Online & Mobile sales grew 21.2 % to ¥5,480 million and operating income rose 49.3 % to ¥549 million, reflecting a shift toward digital platforms. Media & Rights and Pachislot & Pachinko also posted double‑digit sales growth, while Amusement Facilities experienced a 7.7 % decline in sales and a 49.0 % drop in operating income, suggesting contraction in that area. On the balance sheet, total assets increased modestly to ¥95,679 million, driven primarily by a rise in investment securities from ¥45,339 million to ¥56,257 million. Current assets fell 34 % due to lower cash balances and receivables, but current liabilities dropped 42 % to ¥7,097 million, improving liquidity. Shareholders’ equity grew to ¥84,575 million, supported by retained earnings and a reduction in treasury stock. Overall, the company’s financial position strengthened through higher profitability, improved cash flow management, and a solid asset base.
The FY2025 third‑quarter financial highlights for Koei Tecmo Holdings detail a modest decline in core operating metrics while comprehensive income rises sharply. Net sales for the nine months ended December 31, 2025 fell 1.6% to ¥51,729 million from ¥52,570 million in the prior year. Operating profit slipped 3.3% to ¥14,571 million, and ordinary profit decreased 6.2% to ¥31,099 million. Despite these contractions, comprehensive income surged 52.0% year‑on‑year to ¥56,359 million, driven by significant gains in non‑operating items such as interest income and foreign exchange gains. Basic earnings per share declined slightly to ¥73.84 from ¥79.67, reflecting a higher weighted‑average share count due to treasury share disposals and secondary offerings. Total assets expanded from ¥209,828 million at March 31, 2025 to ¥311,492 million by December 31, 2025, largely through increases in investment securities and property, plant, and equipment. Net assets rose to ¥258,716 million, with the equity‑to‑asset ratio improving to 82.8% from 89.9%. Treasury shares reduced dramatically, lowering the average number of outstanding shares to 322 million from 315 million. Dividend policy remains unchanged, with a forecast of ¥43.00 per share for the fiscal year ending March 31, 2026, and no revisions to cash dividend forecasts. The report covers Japan‑based operations for FY 2025, presenting consolidated quarterly financial statements without significant changes in consolidation scope or accounting policies.
ANNUAL REPORT AND CONSOLIDATED FINANCIAL STATEMENTS FOR THE YEAR ENDED 31 DECEMBER 2020 Strategic report 3 Highlights of the year 4 Chairman’s statement 6 History and background 7 Strategy 9 Business model 10 tinyBuild portfolio 14 Chief Executive’s ...
ANNUAL REPORT AND CONSOLIDATED FINANCIAL STATEMENTS FOR THE YEAR ENDED 31 DECEMBER 2021 Strategic Report 3 Highlights of the year 5 Chairman’s statement 6 History and background 7 Strategy 9 Business model 11 Chief Executive’s review 16 Chief ...