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180 documents·40 writers·482 charts and tables

Documents

Cover of Is the Past the Future of Gaming?
Report38 pages

Is the Past the Future of Gaming?

Remakes and remasters have become a cornerstone of the video-game market, now generating roughly two hundred releases each year and projected to reach about thirty titles in 2025.

  • Remakes and remasters have become a major industry pillar, with roughly 200 releases annually and projections indicating 30 high-profile titles for 2025.
  • Commercial performance for remakes frequently outperforms original releases, evidenced by the Resident Evil 4 remake achieving 10 million sales within two years.
  • Nostalgia is the primary consumer driver, with over 80% of 1,500 surveyed gamers citing the desire for emotional comfort as their main motivation for purchasing updated titles.
MTMJan 2025
Cover of Bringing Digital Creativity to Secondary Schools: United Kingdom
Report32 pages

Bringing Digital Creativity to Secondary Schools: United Kingdom

The United Kingdom’s current secondary education curriculum suffers from a narrow focus on theoretical computer science, which has contributed to a notable decline in qualification uptake and a persistent gender gap in digital education.

  • The UK secondary curriculum is shifting toward a proposed 'Digital Creativity GCSE' to counter declining qualification uptake and a persistent gender gap in digital education.
  • The new qualification pivots from theoretical computer science to active, project-based production, focusing on audio, visual, and design-thinking disciplines.
  • Curriculum design prioritizes accessibility by ensuring coursework does not require high-specification hardware, aiming to mitigate the digital divide in under-resourced schools.
UkieNov 2024
Cover of UKIE Annual Review 2024
Report24 pages

UKIE Annual Review 2024

Ukie’s 2024 annual review presents a comprehensive account of the UK video-games sector’s performance, strategic direction and advocacy work over the past twelve months.

  • The UK video games sector is a £6 billion economic engine supporting 76,000 jobs, with consumer spending rising 4% to £7.82 billion in the 2023-24 period.
  • Video game technology spill-overs contributed £760 million to UK GDP and created nearly 10,000 jobs as of 2021.
  • International trade activities at events like Gamescom and GDC generated over £70 million in business wins and attracted more than £150 million in foreign direct investment for 180 UK companies.
UkieOct 2024
Cover of Finding your way within a black ocean | Mihai Pohontu from Amber
12 min
PocketGamer.biz12 min

Finding your way within a black ocean | Mihai Pohontu from Amber

The gaming industry is currently navigating a period of significant contraction, characterized by a post-pandemic market dip, reduced venture capital investment, and widespread workforce reductions.

  • The gaming industry is currently in a 'Black Ocean' state of market saturation and contraction, marked by 13,000 reported layoffs in 2023, though the actual impact on independent studios is estimated to be ten times higher.
  • Artificial intelligence is being deployed as a tool for operational efficiency—specifically in automated quality assurance, bug testing, and concept art—rather than as a primary driver for workforce reductions.
  • Developers are increasingly adopting cross-platform strategies and web-based shops to bypass the control of first-party app stores and mitigate the impact of regulatory challenges against companies like Google.
PocketGamer.bizJun 2024
Cover of Panel: A Decade of Farm Heroes Saga: Reflecting on the Evolution, Impact, & Future...
34 min
PocketGamer.biz34 min

Panel: A Decade of Farm Heroes Saga: Reflecting on the Evolution, Impact, & Future...

Farm Heroes Saga maintains its position as a cornerstone of the mobile gaming industry by prioritizing a player-centric development philosophy that balances rigorous quantitative analysis with direct community engagement.

  • Farm Heroes Saga became the first UK-developed mobile game to reach $1 billion in lifetime revenue in 2017.
  • The development team prioritizes 'outcomes' over 'output,' focusing on player motivations and desired emotional experiences rather than simply increasing feature volume.
  • Data-driven decision-making serves as the backbone of the design process, utilizing hypotheses based on metrics like daily active users, game rounds, and event funnels to guide pre-production and post-production.
PocketGamer.bizApr 2024
Cover of Retaining players and providing support faster | Samantha Pang from Helpshift
12 min
PocketGamer.biz12 min

Retaining players and providing support faster | Samantha Pang from Helpshift

The gaming industry is currently navigating a period of contraction characterized by reduced venture capital investment and a shift toward consolidation.

  • The gaming industry is shifting from rapid expansion to a focus on player retention and high-quality experiences due to reduced venture capital and market consolidation.
  • Helpshift, a Keywords Studios company, minimizes player churn by providing in-app support that prevents users from leaving the game environment to seek assistance.
  • AI and machine learning are replacing traditional human-led support models by automating issue categorization and providing targeted, self-service resolutions.
PocketGamer.bizFeb 2024
Cover of Supercharged: Powering the Future of the UK Video Game and Interactive Entertainment Industry
Report11 pages

Supercharged: Powering the Future of the UK Video Game and Interactive Entertainment Industry

The new five-year strategy and action plan sets out a comprehensive roadmap for the UK video-games and interactive-entertainment sector, positioning it as the world’s leading hub for new intellectual property and innovation by 2030.

  • The UK video game industry has launched a five-year strategy aiming to establish the nation as the global leader in intellectual property and innovation by 2030.
  • The 2024-25 action plan prioritizes lobbying for more competitive tax reliefs, increased investment, and the introduction of a Digital Creativity GCSE.
  • Strategic efforts to strengthen the workforce include the expansion of the #RaiseTheGame diversity, equity, and inclusion programme and the creation of a sector-wide skills network.
UkieJan 2024
Cover of Kwalee’s John Wright On Attracting Valuable Users With A Loyalty-Driven Approach
39 min
PocketGamer.biz39 min

Kwalee’s John Wright On Attracting Valuable Users With A Loyalty-Driven Approach

The mobile gaming industry has reached a critical inflection point where the traditional hypercasual model is no longer viable due to escalating user acquisition costs and the depreciation of tracking identifiers.

  • The shift from hypercasual to hybrid-casual mechanics—integrating meta-layers and live operations—has increased average revenue per user (ARPU) from the traditional $0.30–$0.50 range to $1.50–$2.00.
  • Studios must transition from high-volume, short-term user acquisition to a loyalty-driven model that prioritizes long-term retention to counter rising acquisition costs and the loss of tracking identifiers.
  • Treating games as part of a broader portfolio ecosystem allows studios to mitigate revenue decay by cross-promoting players across multiple titles rather than relying on isolated products.
PocketGamer.bizDec 2023
Cover of NSPCC’s Kevin Antao And Andy Sallnow On How To Prevent Child Abuse In Games
38 min
PocketGamer.biz38 min

NSPCC’s Kevin Antao And Andy Sallnow On How To Prevent Child Abuse In Games

Gaming serves as a primary digital gateway for children, with 91 percent of individuals aged 3 to 15 engaging in interactive entertainment.

  • Gaming is a primary digital gateway for children, with 91 percent of individuals aged 3 to 15 engaging in interactive entertainment.
  • Nearly one-fifth of all contacts to Childline are now directly linked to gaming-related issues, highlighting a significant surge in predatory behavior and harmful interactions.
  • The industry must shift toward a 'safety by design' model, where protective measures are integrated into the fundamental architecture of games rather than treated as secondary features.
PocketGamer.bizDec 2023
Cover of Why Is Gaming Spend Not Up More? / M&A and Funding Trends / Earnings Season Begins
74 min
Naavik74 min

Why Is Gaming Spend Not Up More? / M&A and Funding Trends / Earnings Season Begins

The gaming industry is currently navigating a period of stagnation characterized by a complex interplay of macroeconomic pressures and structural shifts.

  • Gaming content spending in the U.S. is down 6% to 7% from 2021 levels when adjusted for inflation, despite a nominal year-to-date increase of 2%.
  • M&A deal volume has plummeted by 60% year-over-year, reflecting a broader retreat of investment activity to pre-pandemic levels.
  • Funding is heavily skewed toward early-stage ventures, with 85% of current deals concentrated in pre-seed and seed rounds, leaving late-stage studios facing down-rounds or closure.
NaavikNov 2023
Cover of The Economic Impacts of Video Game Technology Spillover: UK and Nordic Economies
Report68 pages

The Economic Impacts of Video Game Technology Spillover: UK and Nordic Economies

The analysis quantifies how video-game technology generates measurable economic benefits beyond the entertainment sector, arguing that spill-over effects constitute a significant engine of growth for advanced-technology economies.

  • In 2021, video game technology spill-overs contributed £1.3 billion in total output and £760 million to UK GDP, while sustaining 9,900 non-gaming jobs.
  • Spill-over activity from the UK games industry accounts for 13% of the sector's gross value added and 19% of its total employment.
  • Non-gaming roles supported by game technology—primarily in IT, business services, and energy—command average salaries 25% higher than the UK national mean.
UkieNov 2023
Cover of Video Games Industry Manifesto: UK
Report13 pages

Video Games Industry Manifesto: UK

The United Kingdom video games industry serves as a vital engine for national economic growth, having doubled its total impact to £6 billion between 2016 and 2021.

  • The UK video games industry doubled its total economic impact to £6 billion between 2016 and 2021.
  • A persistent skills gap has resulted in an 8% vacancy rate, threatening the nation's status as a global hub for game development.
  • The industry is calling for the creation of an industry-specific skills body and a modernized national curriculum to address the workforce deficit.
UkieOct 2023

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