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Report
30 pages
Newzoo’s Games, Esports, Live Streaming, Cloud and the Metaverse
The Asia-Pacific and North American markets are currently tied for the global lead in game revenue at $42.6 billion each, with Asia-Pacific maintaining an 8.7% compound annual growth rate.
Cloud gaming is expanding rapidly as publishers use services like NVIDIA GeForce NOW to deliver AAA titles to legacy hardware, driven by semiconductor shortages and the need for broader platform reach.
Major publishers are pivoting away from explicit NFT branding due to significant player backlash and platform-level restrictions from companies like Valve, Apple, and Google, opting instead for less controversial 'NFT-like' monetization features.
Market Analysis
Esports
Streaming
+4
Newzoo
Jan 2022
Report
18 pages
Key Insights Into UK Gamers
The UK is a major global gaming hub, ranking sixth in revenue and tenth in player population, with 71% of the population aged 10-65 identifying as game enthusiasts.
Engagement is evenly split between active players (36%) and those who both play and view gaming video content (35%).
Mobile gaming has the highest reach at 46%, followed by console (41%) and PC (29%), though PC and console users dedicate more time to gaming weekly.
Market Analysis
Player Demographics
Esports
+1
Newzoo
Jan 2022
Report
46 pages
Newzoo Trend Report 2022: The Metaverse, Blockchain, Gaming, and NFTs
The metaverse is evolving into a persistent, 3D social ecosystem driven by Gen Z and Gen Alpha's prioritization of digital identities and direct-to-avatar commerce.
Gaming platforms like Roblox have achieved significant scale, currently maintaining over 50 million daily active users.
Current blockchain gaming models, particularly play-to-earn and scholarship guilds, face critical challenges regarding long-term financial sustainability and core gameplay quality.
Metaverse
Blockchain
NFT
+1
Newzoo
Jan 2022
Report
11 pages
Key Insights Into American Gamers
The U.S. gaming market generated $47.3 billion in revenue from 191 million gamers, representing 72% of the online population.
Engagement is driven by a mix of play and viewership, with 71% of the population playing games, 44% watching gaming content, and 18% engaging with esports.
Mobile is the most popular platform by reach at 48%, while console gaming commands the highest engagement at an average of six hours per week.
Player Demographics
Market Analysis
Player Behavior
+1
Newzoo
Jan 2022
Report
29 pages
Analyzing the Consumer and Market Impacts of Chinese Games Market Policies: China
China’s regulatory environment has tightened through strict anti-addiction laws for minors, which now cap playtime, limit in-game spending, and restrict live-streaming access for users under 18.
The licensing framework now requires detailed content reviews and real-name verification, increasing operational costs and long-term investment risks for both domestic and foreign developers.
While the licensing process is complex, a new policy allowing a single license for multiplatform releases is incentivizing developers to prioritize cross-platform title development.
Market Analysis
Player Demographics
China
Newzoo
Jan 2022
Report
46 pages
The Metaverse, Blockchain Gaming, and NFTs: Navigating the Internet’s Uncharted Waters
The metaverse is evolving into a 3D social ecosystem led by 'game as a platform' models like Roblox, which currently sustains tens of millions of daily active users.
Blockchain-based 'Play-to-Earn' games represented nearly 50% of all decentralized application wallet activity by late 2021, though growth is primarily driven by emerging markets seeking income rather than gameplay.
Long-term growth for virtual platforms is hindered by high developer take rates, persistent net losses among industry leaders, and technical limitations preventing massive simultaneous user scaling.
Market Analysis
Blockchain
NFT
+3
Newzoo
Jan 2022
Report
18 pages
Key Insights Into German Gamers
Germany is the largest gaming market in the EU and the fifth largest globally, with 71% of the online population aged 10 to 65 identifying as game enthusiasts as of 2022.
Mobile gaming has the highest market reach at 43%, though PC and console players demonstrate higher engagement with average weekly play times exceeding five hours.
The German gaming demographic is nearly gender-balanced at 52% male and 48% female, with the 21-35 age bracket serving as the largest segment at 31%.
Market Analysis
Player Demographics
Germany
+1
Newzoo
Jan 2022
Report
30 pages
Newzoo Trends to Watch 2022: Games, Esports, Live Streaming, Cloud and the Metaverse
The global games industry generated $175.9 billion in 2021, with the Asia-Pacific region contributing $88.2 billion and maintaining an 8.7 percent compound annual growth rate.
Publishers are shifting away from explicit NFT branding due to player backlash and regulatory scrutiny, opting instead to experiment with 'NFT-like' features under alternative labels.
Legal pressure on Apple and Google is expected to force a relaxation of app-store steering rules, potentially creating new payment pathways that will alter distribution economics.
Market Analysis
Monetization
Web3
+3
Newzoo
Jan 2022
Report
2 pages
Global Esports and Live Streaming Market Report
Counter-Strike: Global Offensive led 2022 viewership with the PGL Major Antwerp recording 10.5 million hours watched and an average concurrent viewership of 96.7k.
Riot Games is shifting its Valorant esports strategy from high-cost franchising to a partnership model that eliminates franchise fees in favor of financial stipends.
Major esports titles including Dota 2 and League of Legends events generated over 20 million hours of combined viewership in 2022.
Esports
Streaming
Market Analysis
+1
Newzoo
Jan 2022
Report
18 pages
Key Insights Into French Gamers
France is a top-tier global gaming market, ranking seventh in revenue and fifteenth in player count as of 2022.
The French gaming population is highly engaged, with 71% of online users aged 10–65 identifying as enthusiasts, including 15% who follow esports monthly.
Mobile is the leading platform with 44% reach, followed by console at 41% and PC at 30%, though PC users record the highest average weekly playtime at four hours and forty minutes.
Player Demographics
Market Analysis
France
Newzoo
Jan 2022
Report
34 pages
Global Mobile Market Report 2021
Mobile game spending is projected to grow from $90.7 billion in 2021 to $116.4 billion by 2024, representing an 11.2% compound annual growth rate.
The top 20% of players, defined as those spending $25 or more per month, generate approximately 80% of total mobile gaming revenue.
Smartphone penetration reached 3.9 billion users in 2021, marking a 6% year-over-year increase that continues to drive market expansion.
Market Analysis
Market Forecast
Mobile
Newzoo
Sept 2021
Report
3 pages
India Market Update: September 2021
India is transitioning from a support-focused hub to a center for end-to-end creative development, evidenced by Sumo Digital expanding its Bangalore and Pune facilities.
Mobile Premier League achieved a $2.3 billion valuation following a $150 million Series E funding round, signaling significant investor confidence in the real-money and fantasy gaming segments.
Krafton’s Battlegrounds Mobile India has permanently banned over 1.52 million accounts to address cheating, highlighting the operational challenges of maintaining competitive integrity in high-growth free-to-play titles.
Market Analysis
Mobile
India
Newzoo
Sept 2021
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