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Ampere Analysis | Game Industry Library
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Report
37 pages
Games 2025: The Industry Quest for Growth
The global games market reached $199.4 billion in 2024, but growth is projected to decelerate to approximately 1% in 2025 due to release delays and reduced early-stage funding.
Publishers are prioritizing operational efficiency and asset optimization, focusing on remakes, remasters, and multi-platform porting to mitigate the rising costs of AAA development.
Strategic growth is shifting toward geographic expansion in the Middle East and Southeast Asia, alongside targeting underserved demographics like older gamers and young adult females.
Market Analysis
Market Forecast
Player Demographics
+1
Ampere Analysis
Jan 2025
Report
37 pages
Games Industry in 2025
The global games market reached $199.4 billion in 2024, but growth is projected to slow to 0.9% in 2025 due to the delay of Grand Theft Auto VI into 2026.
In-game spending now drives 77% of total industry revenue, while physical media is expected to decline to just 2% of the market by 2026.
The launch of the Nintendo Switch 2 in 2025 is expected to create a $7–8 billion content opportunity with significant potential for increased in-game monetization.
Market Analysis
Player Demographics
Global
+1
Ampere Analysis
Jan 2025
Report
14 pages
Console Title Activity Trends: June 2023
Fortnite remains the dominant console title, leading the market with 36.1 million monthly active users and 612 million hours of total playtime in June 2023.
Diablo IV emerged as the primary market disruptor, achieving 6.1 million monthly active users and leading in engagement depth with an average of 55 hours played per user.
Established live-service franchises including Grand Theft Auto V, FIFA 23, and Call of Duty: Modern Warfare II continue to hold top market positions, demonstrating the difficulty new titles face in capturing player time.
Market Analysis
Player Behavior
Ampere Analysis
Jul 2023
Report
9 pages
Microsoft’s Activision Acquisition: Implications for the Cloud Gaming Market and Industry
Microsoft’s $68.7 billion acquisition of Activision Blizzard includes a ten-year commitment to provide free streaming licenses for Activision PC games to third-party cloud providers.
The cloud gaming market is currently a nascent sector, valued at $446 million in 2022 and accounting for less than 0.3% of total global consumer spending on games.
The mandated 'bring-your-own-game' (BYOG) licensing model allows consumers to stream Activision titles on competing platforms, potentially forcing third-party providers to adopt these games to remain competitive.
Cloud Gaming
Mergers & Acquisitions
Market Analysis
+1
Ampere Analysis
Jun 2023