Skip to main content

Player Behavior reports and market data

648 documents·113 writers·7,946 charts and tables

648 game industry reports, presentations and talks about player behavior from writers such as Extra Credits, PocketGamer.biz and Game Developers Conference, newest from 2026. Every document has a summary and key insights with the page they come from, and 7,946 charts and tables are extracted as data.

Documents

Cover of Your Discord Is Lying to You. Watch What Players Do.
31 min
GameMakers31 min

Your Discord Is Lying to You. Watch What Players Do.

Game development strategy must shift from relying on passive community sentiment to prioritizing revealed demand, which is defined by the tangible actions players take to enhance their experience.

  • Prioritize revealed demand—tangible player actions like modding and unofficial server hosting—over passive community sentiment found on platforms like Discord.
  • Treat community-led initiatives and workarounds as a low-cost testing ground to validate potential features before committing significant engineering resources.
  • Provide minimal infrastructure, such as APIs or server binaries, to observe how players interact with mechanics in real-world scenarios.
GameMakersOct 2026
Cover of Block Blast Hit 300M Players — And Kills 95% of Ideas
22 min
PocketGamer.biz22 min

Block Blast Hit 300M Players — And Kills 95% of Ideas

Hungry Studio, the developer behind the mobile puzzle game Block Blast, has achieved significant growth, scaling from 40 million daily active users in 2024 to 300 million monthly active users by late 2025.

  • Hungry Studio's Block Blast grew from 40 million daily active users in 2024 to 300 million monthly active users by late 2025, driven by a focus on long-term brand building and user experience.
  • The studio uses an internal simulation tool, "Block AI," to test new features, validating ideas in days and rejecting 95-97% of proposed concepts to prevent resource waste.
  • Hungry Studio prioritizes accessibility and high product design standards to create a consistent, high-quality experience for a global audience.
PocketGamer.bizOct 2026
Cover of June’s Journey and the UX secrets behind a $1bn hidden object hit
40 min
PocketGamer.biz40 min

June’s Journey and the UX secrets behind a $1bn hidden object hit

The sustained success of the hidden object game June’s Journey, which has surpassed $1 billion in revenue, stems from a design philosophy that prioritizes long-term player engagement through rigorous user experience integration.

  • June's Journey achieved over $1 billion in revenue by prioritizing long-term player engagement through rigorous UX integration and treating the game as a living service.
  • A key retention strategy involves consistent UX mapping, maintaining stable item names and spatial positioning, as players expect this foundational consistency.
  • The game's success disproves stereotypes about hidden object players, as data shows they are capable of navigating complex game economies and intricate social structures.
PocketGamer.bizOct 2026
Cover of How Behavioral AI Helps Fight Cheating
54 min
Naavik54 min

How Behavioral AI Helps Fight Cheating

The gaming industry faces a significant security crisis as the professionalized cheat-as-a-service economy reaches an estimated valuation of $5 billion to $8 billion.

  • Anti-cheat technology is shifting from software-based detection to behavioral analysis, which monitors player inputs to identify anomalies regardless of the underlying hardware or game file modifications.
  • Behavioral analysis is increasingly necessary to combat 'cheat-as-a-service' economies and hardware-assisted cheats, such as DMA (Direct Memory Access) cards and second-PC setups, which bypass traditional OS-level security.
  • Studios should integrate anti-cheat strategies from 'day zero' of development, as cheating directly impacts player retention, game economy stability, and the overall reputation of the title.
NaavikOct 2026
Cover of Women Gamers 2026: 9th Annual Edition
Report31 pages

Women Gamers 2026: 9th Annual Edition

The ninth annual edition of the Women Gamers study provides a comprehensive analysis of how women engage with the gaming industry, drawing on nine years of longitudinal research.

  • Toxicity remains a significant barrier to engagement, with 51% of all women reporting negative experiences, a figure that spikes to 79% among Gen Z players.
  • To avoid harassment, many women are actively hiding their gender or opting out of voice chat, contributing to a broader industry trend where solo play is increasingly preferred over multiplayer experiences.
  • While women play an average of six genres, engagement on PC and console platforms has plateaued since 2024 as Gen Z players increasingly prioritize social media over traditional gaming.
BryterOct 2026
Cover of Les Français et le jeu vidéo: 2026
Report32 pages

Les Français et le jeu vidéo: 2026

Video games have become a foundational element of French culture, with 38.7 million individuals—representing seven out of ten citizens—engaging with the medium as of 2026.

  • As of 2026, 38.7 million French citizens—seven out of ten people—engage with video games, maintaining an equal gender split and an average player age of 40.
  • Market engagement is high, with 90 percent of buyers playing at least weekly across an average of 2.1 platforms, primarily utilizing a mix of physical, digital, and subscription models.
  • Gaming is a primary social medium in France, as 63 percent of players participate in multiplayer experiences that frequently lead to the formation of real-world friendships.
SELL – Syndicat des Éditeurs de Logiciels de LoisirsOct 2026
Cover of Design Club: Why We Need Skill Based matchmaking
70 min
Extra Credits70 min

Design Club: Why We Need Skill Based matchmaking

Skill-based matchmaking serves as a critical infrastructure for modern multiplayer gaming, functioning as the primary mechanism to ensure competitive integrity and player retention.

  • Skill-based matchmaking (SBMM) is essential in modern multiplayer games to prevent 'smurfing' and the negative experience of high-skill players dominating novices, which is critical for player retention in free-to-play and refund-eligible titles.
  • A petition calling for the removal of SBMM from Call of Duty has garnered over 16,410 verified signatures, reflecting a community desire for the 'casual' and unpredictable nature of classic multiplayer experiences.
  • Matchmaking systems face significant transparency challenges because complex metrics—such as individual contribution in team-based MOBAs or asymmetrical point gains in racing games—are difficult to communicate clearly to players.
Extra CreditsSep 2026
Cover of How to Win with H5 Gamers
Report42 pages

How to Win with H5 Gamers

HTML5 gaming has emerged as a significant, mobile-first sector that captures the attention of 46 percent of online consumers aged 13 to 55 on a monthly basis.

  • HTML5 games increase user time spent on websites and social platforms by approximately 40 percent, serving as a highly effective retention tool.
  • The sector reaches 46 percent of online consumers aged 13 to 55 on a monthly basis, driven by a low-friction, mobile-first, free-to-play model.
  • 69 percent of players prefer ad-supported experiences over paid, ad-free alternatives, making non-intrusive advertising the primary monetization strategy.
NewzooSep 2026
Cover of From Play to Pay: What Builds Long-Term Player Value in Vietnam’s MMORPG Market
Report31 pages

From Play to Pay: What Builds Long-Term Player Value in Vietnam’s MMORPG Market

The MMORPG market in Vietnam remains a commercially significant sector, despite a decline in new user acquisition observed in the first half of 2026.

  • Vietnam’s MMORPG market is shifting from a focus on new user acquisition to long-term player value, as download volumes declined in the first half of 2026 while the genre maintained its lead in total revenue.
  • Engagement, loyalty, and monetization are distinct metrics that do not automatically correlate; high play frequency does not reliably predict a player's willingness to spend.
  • Social interaction quality is a stronger predictor of long-term retention than the sheer volume of social activity, particularly as players progress toward the endgame.
GamotaSep 2026
Cover of European Key Facts: 2025
Report48 pages

European Key Facts: 2025

The European video game industry serves as a primary economic engine, supporting 123,000 jobs and generating €30 billion in mobile revenue alone during 2025.

  • The European video game industry supports 123,000 jobs and generated €30 billion in mobile revenue in 2025.
  • The sector reaches 199 million players across 16 nations, with women accounting for 46 percent of the total player base.
  • PEGI will implement reforms in 2026 to regulate paid random items, time-limited offers, and unrestricted communication, with potential fines for non-compliance reaching €500,000.
Video Games EuropeSep 2026
Cover of Blizzard is Microsoft's Hidden Weapon?
10 min
Deconstructor of Fun10 min

Blizzard is Microsoft's Hidden Weapon?

Recent industry developments highlight significant shifts in consumer behavior, corporate restructuring, and studio leadership performance.

  • Blizzard Entertainment achieved its third-highest fiscal year revenue in history during FY26, marking the studio's first back-to-back growth years since FY17.
  • Blizzard's financial turnaround was driven by re-entering the Chinese market, a disciplined release cadence of one to two major titles annually, and a successful rebranding of the Overwatch franchise.
  • Grand Theft Auto 6 consumer demand is skewing toward premium products, with pre-orders for the $100 Ultimate Edition currently outpacing the $80 standard version.
Deconstructor of FunSep 2026
Cover of Competitive Gaming and Neurodiversity With The Good Game Project! | Design Club
90 min
Extra Credits90 min

Competitive Gaming and Neurodiversity With The Good Game Project! | Design Club

The Good Game Project serves as a critical research initiative dedicated to understanding the intersection of mental health, physical well-being, and performance within the global esports landscape.

  • The Good Game Project utilized a massive, rapid-response survey that grew from 300 to over 2,500 responses in 24 hours, providing a robust dataset for multiple academic papers on esports and mental health.
  • Research suggests that individuals struggling with mental health may be more drawn to esports, rather than esports inherently causing those mental health impacts, though high-performance levels introduce unique stressors that can exacerbate existing conditions.
  • The project is developing a Massive Open Online Course (MOOC) to provide mental health literacy and first-aid training specifically tailored for those working with esports players.
Extra CreditsAug 2026

Writers

Related topics